Hello, I was wondering about a couple of things.
When you usually place creeps on a map they appear as an orange dot if the total level of creeps in that spot is above 10 level together, and a red dot when 20 levels etc.. I've seen this being disabled (in a lack of better words), and just turn into small, neat and perfect green dots as if the level of creeps at the spot were below 10. Now I've realized that if you spawn creeps with triggers in game (no matter how high level) it won't turn other than green, but I'm wondering if spawning creeps in game would have any effect on the creep revival system (if you modify it to a time elapsed event instead of map "Map initialization"? And if it does (or even better), how can I reset so that creep locations turn out small, neat and green?
Heres the illustration:
The Spawn trigger
And the creep revival:
#2
When you usually place creeps on a map they appear as an orange dot if the total level of creeps in that spot is above 10 level together, and a red dot when 20 levels etc.. I've seen this being disabled (in a lack of better words), and just turn into small, neat and perfect green dots as if the level of creeps at the spot were below 10. Now I've realized that if you spawn creeps with triggers in game (no matter how high level) it won't turn other than green, but I'm wondering if spawning creeps in game would have any effect on the creep revival system (if you modify it to a time elapsed event instead of map "Map initialization"? And if it does (or even better), how can I reset so that creep locations turn out small, neat and green?
Heres the illustration:
The Spawn trigger
Code:
Untitled Trigger 001
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit - Create 3 Storm Wyrm for Neutral Hostile at (Center of Region 028 <gen>) facing Default building facing degrees
Custom script: call DestroyTrigger( GetTriggeringTrigger() )
And the creep revival:
Code:
Creep Revival
Events
Time - Elapsed game time is 2.00 seconds [COLOR="DarkRed"](or something..)[/COLOR]
Conditions
Actions
Set LoopCreep = 0
Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
Loop - Actions
Set Creep_Types[LoopCreep] = (Unit-type of (Picked unit))
Set Creep_Positions[LoopCreep] = (Position of (Picked unit))
Unit - Set the custom value of (Picked unit) to LoopCreep
Set LoopCreep = (LoopCreep + 1)
Custom script: call DestroyGroup(bj_lastCreatedGroup)
#2
Code:
function Trig_Revive_Creeps_Conditions takes nothing returns boolean //added
return ( IsUnitType(GetTriggerUnit(), UNIT_TYPE_SUMMONED) == false )//added
endfunction//added
function Trig_Revive_Creeps_Actions takes nothing returns nothing
local integer CUSTOM
set CUSTOM = GetUnitUserData(GetDyingUnit())
call TriggerSleepAction( udg_Hostile_Revive_Time )
call CreateNUnitsAtLoc( 1, udg_Creep_Types[CUSTOM], Player(PLAYER_NEUTRAL_AGGRESSIVE), udg_Creep_Positions[CUSTOM], bj_UNIT_FACING )
call SetUnitUserData( GetLastCreatedUnit(), CUSTOM )
endfunction
//====================================================================== =====
function InitTrig_Revive_Creeps takes nothing returns nothing
set gg_trg_Revive_Creeps = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Creeps, Player(PLAYER_NEUTRAL_AGGRESSIVE), EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition(gg_trg_Revive_Creeps,Condition(function Trig_Revive_Creeps_Conditions))//added
call TriggerAddAction( gg_trg_Revive_Creeps, function Trig_Revive_Creeps_Actions )
endfunction