| 03-07-2005, 12:42 AM | #1 |
Ok, here's my problem: There are some "venom weed" structures, that basically just sit there and attack. When one is killed, triggers are supposed to respawn it after 8 seconds. However, it suddenly dissapears about 3 seconds after it dies, apparently making it impossible to reference again (so it doesn't respawn). If I set the wait so it respawns 2 seconds after it dies, then it works. There are also other buildings in the map that do the same thing, except respawn after 12 seconds, and it works for them. I tried it with a model that has a decay animation, and it still didn't work, so that's not the problem. The only difference I can think of between the buildings that work and the ones that don't is that the vemon weed is walkable. Any ideas for how to fix this? |
| 03-07-2005, 01:05 AM | #2 |
maybe add reincreation ability to it (no cooldown/effect) so its respawned automatically after 8 seconds. |
| 03-07-2005, 01:52 AM | #3 |
Guest | I'm sure it has something to do with "Death Time" Object editor --> unit --> death time (somewhere up top) I hope that help. ~piece |
| 03-07-2005, 04:17 AM | #4 |
I'm not so sure. What kind of "Combat - Death Type" does the Weed object have (i.e. is it Can Raise, Does Decay or Can Raise, Doesn't Decay, or what)? |
| 03-07-2005, 04:51 AM | #5 |
Yep, it was the death type. It was on "does not decay" before, but now it works with "does decay". Thanks a lot! |
| 03-07-2005, 07:15 AM | #6 |
The building is removed from the map after it decays, therefore you can't reference it. Considering you didn't post the triggers, I have no idea what you're doing that's not making it work, so I'll just guess. What you have to do is store the location of the destroyed building into a local variable, wait 8 seconds, then create the building at the local location, then destroy the location. |
| 03-07-2005, 07:28 AM | #7 |
The problem is fixed Sentry, he had it on "Does not decay" which means the unit is removed when it finishes its death time. |
