| 08-15-2004, 06:08 PM | #1 |
This is what I have for a creep respawn trigger: Events A unit Dies Conditions (Owner of (Dying unit)) Equal to Player 11 (Dark Green) Actions Wait 300.00 seconds Unit- Create 1 (Unit-type of (Dying unit)) for Player 11 (Dark Green) at (Position of (Dying Unit)) facing Default building facing degrees For some reason, the creeps don't respawn. Can anyone help? |
| 08-15-2004, 07:03 PM | #2 |
After 300 seconds the unit has alredy decayed, it is removed from the game, I think you can fix your trigger by doing this: Code:
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
Actions
Custom script: local location udg_DyingUnitPoint
Custom script: local string udg_DyingUnitType
Set DyingUnitType = (Name of (Dying unit))
Set DyingUnitPoint = (Position of (Dying unit))
Wait 300.00 seconds
Unit - Create 1 (Unit-type(DyingUnitType)) for Player 11 (Dark Green) at DyingUnitPoint facing Default building facing degreesEDIT: If you want to clean leaks, use this after all of the above actions: Custom script: call RemoveLocation (udg_DyingUnitPoint) |
| 08-15-2004, 07:10 PM | #3 |
You have to use local variables since several units could die before 300 seconds have passed. |
| 08-17-2004, 02:39 AM | #4 |
If I made it so units do not decay, would that work? I don't have access to WC3 at the moment, so I can't test it. EDIT: I was able to test it. I set the decay time under "Gameplay Constants" to 400 seconds, and used my original trigger above. It seems to be working fine. Thank you anyway. |
