| 01-28-2006, 12:37 PM | #3 |
Let me point you to my resources section, since I have a creep respawn trigger there :D Anyways, Naakaloh, wouldn't this Trigger: ![]() Unit - Create 1 (Unit-type of u) for Neutral Hostile at (loc offset by (0.00, 0.00)) facing Default building facing (270.0) degrees![]() Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl![]() Set effect = Last Created Special Effect![]() Special Effect - Destroy effectAlso, another problem with your respawn trigger is that they respawn where they died. So if a creep chased a hero across the map, that's where he'd respawn. In general the way I averted this was to save the locations of all the creeps to an array, and then just find the array number that I needed and then respawn the creep there. |
| 01-28-2006, 03:13 PM | #4 |
Thanks john, just one more thing. :) JASS:call TriggerSleepAction( 5.00 ) // This wait could be as long as you want it to be before the creeps respawn. |
| 01-28-2006, 04:17 PM | #5 | |
Quote:
It might, but unless I'm mistaken, an effect will play it's animation once completely before being destroyed. Also about looping the trigger, I'm not entirely sure, but I believe all you have to do is put the action that's something like "Trigger - Run this trigger", after the else instead of "Do nothing." Although that does seem strange to me, unless you're expecting the buildings to be destroyed or removed frequently. |
| 01-31-2006, 08:06 AM | #6 |
A special effect with only one animation will play that animation once on birth and once on death, also at any time when it does an action like 'attack' a special effect with a death animation will play that the instant it is destroyed. |
