In the new map, did you go into the sound editor and add all of the sounds back into the map? If you are trying to keep all your premade actions that use sounds working when you paste them in then you need to name them exactly as they are in your original map. (And make sure that each one is...
Ahh I see, and no that didnt work :| oh well going to start on the new system now :)
EDIT: finished the new trigger, and everything seems to be working fine now, thanks again and if I have any problems with it I will let you know.
Respawn Setup
Events
Map initialization...
Alright, awesome :D I looked it over again and I don't think it will be to difficult to figure out, thank you both for your replies and i'm glad this is finally dealt with. :) (Seems like TheHelper has changed since I was last here, I guess I cant give out +rep anymore?)
I actually came across your trigger when I was first trying to set this whole thing up, but I really don't know how stuff like 'for each integer A do actions' works. Also, does this work even after a dying units corpse has decayed? Because that is the only problem I am having with my current...
Ok I think I see what you are getting at and how it could be made to work, just wondering what exactly 'make unit drop corpse on death' does? Will it make the trigger behave differently? I'll set something up for this, thank you for the help :). (Also i'm just coming back to WE after a 2 year...
That could potentially work, but the problem with that is when the corpse decays/is raised it will be removed from the unit group, and then revived at the next condition check. I tried to solve this in my original trigger by hiding the dying unit, suspending corpse decay on that unit, then...
I'm currently working on a creep respawn system that will respawn the dead creep in its original location and only if there are no enemy players nearby. here is what I have so far:
Respawn Init
Events
Map initialization
Conditions
Actions
Set Respawn_Time = 25.00...
Hi all, just wondering if its possible to call local integers/locations in gui triggers? Im making a creep respawn system that only respawns if there are no nearby players and can't seem to get it to work. Here's what I have so far:
Respawn Init
Events
Map initialization...
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.
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. ;)
Thats not what the problem is, that part works just fine, here is the other 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...
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
Revive Creeps 1 by 1
Events
Unit - A unit...
Spell is done, as I said before there is no way for it be auto-cast. Finger of Death Lightning is used for the spell, if you'd like me to change it just say so. To import into your map, simply copy-paste the 2 spells, the custom unit, and lastly the trigger folder. :)
Finaly, its done. :)
Sorry it took so long, couldn't figure out for the life of me how to make it MUI, but the answer turned out to be pretty simple. (Was also gone for 3 days :P)
Import is pretty eaisy, just copy-paste the 3 abilities and 2 buffs, and the trigger folder into your map. The...