Chao
Setting sail for fail in the sea of lame.
- Reaction score
- 63
Hey guys! I'm starting to try and tutor myself at JASS, but I'm at a standstill already.
I'm using the following function in my map to regenerate creeps:
Now, I have a couple questions.
A) I will have a number of units that I want on a longer respawn time than the current 50 seconds and don't know how to make an if/then/else that will grab them and pull them off the 50-second timer
B) I'd like it if I could set some of the larger units to have a larger cooldown: ie. (50 seconds + ((Unitlevel)*3) or something. I figure I'll need some sort of "getunitlevel (dyingunit)"... I don't know.
C) PLAYER_NEUTRAL_AGGRESSIVE, sure.... would it be PLAYER_11?
If the function so called?
Thanks for your help!
I'm using the following function in my map to regenerate creeps:
Trigger:
- INIT Store Creeps NH
- Events
- Map initialization
- Time - Elapsed game time is 2.00 seconds
- Conditions
- Actions
- Set Loop = 0
- Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
- Loop - Actions
- Set Creep_Type[Loop] = (Unit-type of (Picked unit))
- Set Creep_Position[Loop] = (Position of (Picked unit))
- Unit - Set the custom value of (Picked unit) to Loop
- Set Loop = (Loop + 1)
- Loop - Actions
- Events
JASS:
function Trig_Revive_Creeps_Actions takes nothing returns nothing
local integer CUSTOM
set CUSTOM = GetUnitUserData(GetDyingUnit())
call TriggerSleepAction( 50.00 )
call CreateNUnitsAtLoc( 1, udg_Creep_Type[CUSTOM], Player(PLAYER_NEUTRAL_AGGRESSIVE), udg_Creep_Position[CUSTOM], bj_UNIT_FACING )
call SetUnitUserData( GetLastCreatedUnit(), CUSTOM )
endfunction
//===========================================================================
function InitTrig_Revive_Creeps_NH takes nothing returns nothing
set gg_trg_Revive_Creeps_NH = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Creeps_NH, Player(PLAYER_NEUTRAL_AGGRESSIVE), EVENT_PLAYER_UNIT_DEATH )
call TriggerAddAction( gg_trg_Revive_Creeps_NH, function Trig_Revive_Creeps_Actions )
endfunction
Now, I have a couple questions.
A) I will have a number of units that I want on a longer respawn time than the current 50 seconds and don't know how to make an if/then/else that will grab them and pull them off the 50-second timer
B) I'd like it if I could set some of the larger units to have a larger cooldown: ie. (50 seconds + ((Unitlevel)*3) or something. I figure I'll need some sort of "getunitlevel (dyingunit)"... I don't know.
C) PLAYER_NEUTRAL_AGGRESSIVE, sure.... would it be PLAYER_11?
If the function so called?
Thanks for your help!