| 08-08-2003, 03:06 AM | #1 |
Easy enough question. I am new to critter spawning, and what trigger would I make to respawn a critter (or group of critters) after they die, say after 140 seconds. Do I create any regions? If someone could give me the full instructions I would really appreciate it. |
| 08-08-2003, 04:00 AM | #2 |
Simple trigger E - Every 140 seconds A - Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unit - Create 1 Stag for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees) that makes a new one every 140 seconds. |
| 08-08-2003, 04:01 AM | #3 |
What i would do: E - every 140 seconds A - Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unit - Explode (Picked unit)) |
| 08-08-2003, 06:09 AM | #4 | |
Quote:
Junit.. i think he is looking for a way so when creeps die they respawn.. unless im mistaken ur trigger just keeps making them =? Here, try this Events: A unit owned by Neutral Hostile Dies Conditions: Actions: Wait game time or whatever, lets say 20 seconds Replace (dying unit) with a (unit-type of (dying unit) using the new unit's max life and mana. |
| 08-08-2003, 07:53 AM | #5 |
My first post in this forum :) If anyone has played those open RPG maps Slivers etc how is it made there? Actually they are not protected so I could just check. Anyway the way those kinda triggers are made in those maps have a SERIOUS problem. If you use dark arrows they don't respawn anymore. I figure it replaces the corpse with a new unit and when you use dark arrow there are no corpses. Fun ridding the map of all the creeps hehe, makes the map completly pointless. |
| 08-08-2003, 01:28 PM | #6 |
Okay there are a few possible ways, depending on specific requirements. Heres one possible way, I know of several others that work in different ways to give subtely different results. Basic idea: When a critter dies, make a copy of it and hide,pause the copy. I'll call it a ghost. When it's time to revive the critters, just unhide all the ghosts :) Heres one possible implementation, pretty much as simple as they get. It's black arrow safe and uses 1 variable, "Creeps" - a unit group. It is 3 triggers. Code:
Populate Array
Events
Map initialization
Conditions
Actions
Unit Group - Add all units of (Units owned by Neutral Hostile) to Creeps
Creep Dies
Events
Unit - A unit owned by Neutral Hostile Dies
Conditions
((Dying unit) is in Creeps) Equal to True
Actions
Unit Group - Remove (Dying unit) from Creeps
Unit - Create 1 (Unit-type of (Dying unit)) for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Unit Group - Add (Last created unit) to Creeps
Unit - Hide (Last created unit)
Unit - Pause (Last created unit)
Unit - Turn collision for (Last created unit) Off
Respawn
Events
Time - Every 140.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Creeps and do (Actions)
Loop - Actions
Unit - Unhide (Picked unit)
Unit - Unpause (Picked unit)
Unit - Turn collision for (Picked unit) OnChances are you'll want to have some additional conditions for choosing whether or not to respawn particular creeps.... Also to make it charm/posses safe you need to write another trigger simialler to the "creep dies" one using the "unit changes owner" event. |
