| 09-16-2004, 07:37 AM | #1 |
Hello im currently working on one of my rpg map, i remember quite awhile ago i saw some tutorials that shows how the creep respawn trigger work in the blizzard's rpg map, the beast master one. like the one that creeps only respawn when there arent any other creeps around and only respawn when your out the sight. i would like to know how that can be done, an example would be good Thanks in advance! |
| 09-16-2004, 07:53 AM | #2 |
YES! yes there is an example! The user who goes by the name "Grater" has made an excellent(!) creep respawn system. couldn't find his map in the download section though, but send him a PM and maybe he will tell you. to make it work, open his map, export the triggers, open your mapp import the triggers. Done! Works great for me. |
| 09-16-2004, 07:58 AM | #3 |
Thanks terradax i will see if he is willing to help me |
| 09-16-2004, 08:30 AM | #4 |
Umm if wanting to find out how they did it on the beastmaster campaign then why dont you just look at it use WinMPQ or sumtin like that and open up War3xLocal.mpq and extract that map |
| 09-16-2004, 08:42 AM | #5 |
Thanks for the suggestion, since im newbie i never thought of that but i will give it a try ![]() |
| 09-16-2004, 05:27 PM | #6 |
Its cool i just figured it out myself |
| 09-16-2004, 05:49 PM | #7 | |
Quote:
I did that too yesterday to look at how they did stuff on the first orc map. There's a lot to learn just by looking :) But Escaper-Monkey take a look at Lord Vexorian's Automatic Creep Camp Respawn. I use that script myself, it's very cool Have fun ^_^ |
| 09-17-2004, 08:11 AM | #8 |
Don't wan't to be competitive (or how its spelled), but Grater respawn system is probably one of the best. containing: NO regions, creep respawns on the point where they first stood, not where they died. Totaly Black arrow, possession-bug free NOT corpse based. and best of all, you don't have to set ANY triggers, or change any integers, just import and use! |
| 09-17-2004, 09:32 AM | #9 |
Here is the link to my respawn system. It really is as easy as copy-pasting the folder containing the respawn triggers to your map. As long as automatically create unknown variables is set. It's also worth noting that it's mostly plain GUI triggers making it a bit easier to modify, like it's *really* easy to respawn units for players other than neutral hostile, if you want. The only real thing to watch for is that the time to respawn a given camp basically depends on the number of camps on the map, so if theres only 2 camps on the map, you'll except it to respawn a camp within 2 seconds of going out of sight of it. If theres 100 camps it might take up to 100 seconds. If you find this a problem, then go to the periodic trigger and change the "every 1.0 seconds of game time" to like "every 0.5" seconds (faster spawn) or "2.0" seconds (slower spawn). |
| 09-17-2004, 08:19 PM | #10 |
You could also make your own trigger. Events: 1. A unit dies. Conditions: 1. Owner of dying unit is equal to brown (change the color) Action: 1. Wait 20 (change this) seconds. 2. Create 1 type of dying unit for owner of dying unit at location of dying unit. Hope you got that. |
| 09-20-2004, 06:11 AM | #11 |
yeah, thats a simple one. the bad thing with that simple trigger is that all level 3 ogres have to be placed in one region, and all level 1 gnolls in one, and so on. i want to spread all units all over the map. |
| 09-21-2004, 06:56 PM | #12 |
i'm busy at the moment but do Events: A unit dies Conditions:Unit equal to(w.e.) Actions: Unit create 1 unit at postion of dying unit of type (dying unit) |
| 09-22-2004, 11:08 AM | #13 |
Guest | I do it like this: One, Unit Group Variable, Two triggers (Three for loot), and one region for each camp. Trig1 Event - Game time 1 second Action - Create 1 Beastie in Region Action - Add [Last Created Unit] To UnitGroupA Trig2 Event - Every 30 Sec Condition - Number Units in [UnitGroupA] < 10 Action - Create 1 Beastie in Region Action - Add [Last Created Unit] To UnitGroupA Trig3 Event - Unit Dies Condition - Dying Unit in [UnitGroupA] = True Action - Create 1 LootItem at Dying Unit It takes abit of work but I think its worth it because I can modify it to do whatever I want. The Only thing I wanna change about it is adding a condition in the second trig that checks if the player isn't nearby. :\ |
| 09-22-2004, 11:29 AM | #14 |
nah first of all that sucks b/c you get WAY to many creeps, second of all it could work if all you did was turn create to remove and third of all that's SO many items you should do set random integer from 1-100 if integer euqal to 1 then create 1 w/e that works btw should i just make you fools a tut? |
| 09-22-2004, 02:50 PM | #15 |
All of your people's techniques work, but not how the origonal person asked how. With one you'll get respawn at locations, but it will happen instantly, while the player is still there. With another it's just waaaay too much work. Your best bet it to use Grater's design. For what you're looking for it should work perfectly. I personally use a different kind of spawn. Instead of just standing there I have a concievable spawn location. Such as in a mountain range I place a whole in the mountains. If there is a low amoutn of Stone Golems roaming the mountans I have it spawn a Golem at the hole and assign it two random partol locations in the mountain. Now you have a Creep patrolling it's area and not being spawned out of thin air. I like it. :) |
