| 10-17-2003, 09:31 AM | #1 |
This creep respawn system is efficient, reliable, flexible and extensible. Features:
The demo map includes instructions on including the triggers in your own map, basically copy-paste the folder containing the respawn triggers, the other folders contain utility or example functions. |
| 11-02-2003, 05:23 PM | #2 |
So the trigger, as per most, still relies on the corpses of dead creeps? That kind of ruins it for those who use spells on their corpses, causing those creeps whose corpses were used not to come back. Unless I lack understanding of the trigger, or something. |
| 11-02-2003, 10:01 PM | #3 |
The only time a creep wont respawn is if they are charmed or possessed - then they wont respawn until killed... atleast I dont think I put a special case for charm/posses in those triggers. It's not hard to do it's just I kinda like some limit to the DR's giant custom army of charmed creeps. Creeps that die without a trace (ie spirit pigs) do respawn. It's completely non-corpse based, basically it checks if a creep that existed at the map start no longer exists (or exists but is dead), if so it replaces the creep. Creeps that are summoned by other creeps (ie summon sea elemental, raise dead) dont respawn. |
| 01-06-2004, 07:09 AM | #4 |
This is kinda a bump but more of a comment, I had another look through my system to see if I could find any more memory leaks (I know a bit more about it now), I couldn't find any leaks at all :foot: Also the system does respawn charmed/possessed creeps and has special case code to respawn heroes using the revive trigger rather than creating a new level 1 hero. |
| 01-22-2004, 10:29 PM | #5 |
I love this system :D . although I have few questions. How would I import it into my map? just the triggers? or some script as well? p.s. it's gonna take me some time to actually understand what you do:foot: :foot: |
| 02-26-2004, 04:27 PM | #6 |
eehhh.. where is the option to automatically create unknown variables? :ggani: eehhh.. where is the option to automatically create unknown variables? :ggani: |
| 02-26-2004, 11:41 PM | #7 |
File -> Preferences -> General , near the bottom. |
| 02-27-2004, 08:31 PM | #8 |
hahaha niiice it says it works so im hoping:gsmile: ty Grater I'll put you in credits :D :foot: :D :foot: |
| 04-18-2004, 06:28 PM | #9 |
Hey, I'm new. Do you think you could make your tutorial map as a .w3m as only people with the exp pack can look at the triggers on your .w3x map :\ |
| 04-25-2004, 03:31 AM | #10 |
Hi I like these triggers very much.. thank you for sharing. However, I can't really decode the meaning of a lot of it. Not very good at a lot of the trigger stuff yet. Right now I'm just using the default that it came with, exept I change the time it respawns from 1 second to 30 seconds and added players to it also. I'm trying to get ceartin special creeps to not respawn. Lets say I have a neutral hostile group of creeps and 1 of them is a special creep that I don't want respawning as often as the others.. How can I do this? Right now the trigger is set to neutral hostile respawn.. so I don't think I could copy the trigger over and make a new TempGroup because the first one would keep respawning it. I don't know what to do. Also I don't know if this has to do with your triggers but I'm trying to create random groups of creeps that are randomized after game creation rather then the randomization determing whether they are created. So then I could have a group of random mobs and when they are killed your triggers would respawn a random mob in the random group. How could I do this. Thanks. |
| 12-07-2004, 05:06 AM | #11 |
Guest | can you make a tutorial instead of posting it on the map so people can change things and can you explain a couple things on how you get this and that thx |
