Respawning Units

killbuzz

Member
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So I've been using Tinki3's creep respawn system and I am having a problem with making so that the unit will not respawn until there are no enemy units in the area, and a timer of 45 seconds has run out.

Here's what I have so far

Trigger:
  • Revive Creeps 1 by 1
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((Triggering unit) is Summoned) Equal to False
          • ((Triggering unit) is A Hero) Equal to False
    • Actions
      • Wait 45.00 game-time seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units within 500.00 of (Position of (Dying unit)) matching (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True))) Equal to 0
        • Then - Actions
          • Unit - Create 1 (Unit-type of (Triggering unit)) for Player 12 (Brown) at ((Center of (Entire map)) offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])) facing (Random angle) degrees
          • Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
        • Else - Actions
          • Trigger - Run (This trigger) (checking conditions)

The if-then-else condition is what needs to be fixed.

I also changed it so that its brown's units that get revived, not creep's.
 
after the action "wait", trigger can't remember those unit, "triggering, dying unit"

so you need to create unit variance and set those variance before you need the action "wait"
 
after the action "wait", trigger can't remember those unit, "triggering, dying unit"

so you need to create unit variance and set those variance before you need the action "wait"

Thats not what the problem is, that part works just fine, here is the other trigger:
Trigger:
  • Creep Revival System Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
        • Loop - Actions
          • Set Integer = (Integer + 1)
          • Unit - Set the custom value of (Picked unit) to Integer
          • Custom script: set udg_Creep_X[udg_Integer] = GetUnitX(GetEnumUnit())
          • Custom script: set udg_Creep_Y[udg_Integer] = GetUnitY(GetEnumUnit())


The problem i'm having is that the unit will respawn even if an enemy unit is nearby.
 
crazy idea:
You can create that unit immediatly, hide it, wait the time and then show it (or all of them)...
dunno, maybe that works..

also you're checking for the ENEMY of player 12 units...
is that right?
wouldn't you wanted to check the units OF PLAYER 12 ?
dunno, maybe i got it all wrong xD
 
crazy idea:
You can create that unit immediatly, hide it, wait the time and then show it (or all of them)...
dunno, maybe that works..

All I am looking for is the condition that checks whether or not there are any enemy units in the area, the condition I have doesn't work and I just want to know what will. ;)
 
All I am looking for is the condition that checks whether or not there are any enemy units in the area, the condition I have doesn't work and I just want to know what will. ;)

is player 12(brown) an enemy?

you're checking for the ENEMY of player 12 units...
is that right?
wouldn't you wanted to check the units OF PLAYER 12 ?
dunno, maybe i got it all wrong xD
 
is player 12(brown) an enemy?

you're checking for the ENEMY of player 12 units...
is that right?
wouldn't you wanted to check the units OF PLAYER 12 ?
dunno, maybe i got it all wrong xD

Yea, player 12 is everyones enemy, hes like creeps except with a name, so I do want to make sure that the number of enemies of player 12 in the area of the dead unit is equal to zero.
 
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