death_knight
Dark is the heart of a corrupted man.
- Reaction score
- 24
Hey guys,
I'm trying to fiddle around with quests and stuff and I've run into a problem. First, I've got to show you the three-trigger creep revival I'm using.
Trigger 1:
Trigger 2:
Trigger 3:
Now, I've got a quest where the player has to kill 2 specific neutral hostile units (bandits). The cinematic where the player is given the quest is supposed to show the units.
The problem is that the player might go to kill the bandits and then receive the quest and they won't show up in the cinematic because they'll be dead. The player will then have to wait the minimum 90 seconds for the bandits to respawn.
Any Ideas?
Cheers
I'm trying to fiddle around with quests and stuff and I've run into a problem. First, I've got to show you the three-trigger creep revival I'm using.
Trigger 1:
Code:
Creep Revival System Initialization
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)
Loop - Actions
Set IntegerCRS = (IntegerCRS + 1)
Unit - Set the custom value of (Picked unit) to IntegerCRS
Trigger - Run Creep Revival System Initialization B <gen> (checking conditions)
Trigger 2:
Code:
Creep Revival System Initialization B
Events
Conditions
Actions
Unit Group - Pick every unit in (Units in (Entire map) owned by Neutral Hostile) and do (Actions)
Loop - Actions
Set Creep_X[(Custom value of (Picked unit))] = (X of (Position of (Picked unit)))
Set Creep_Y[(Custom value of (Picked unit))] = (Y of (Position of (Picked unit)))
Set Creep_Angle[(Custom value of (Picked unit))] = (Integer((Facing of (Picked unit))))
Trigger 3:
Code:
Revive Creeps
Events
Unit - A unit Dies
Conditions
((Owner of (Triggering unit)) Equal to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
QuestUnit[(Custom value of (Triggering unit))] Equal to False
Then - Actions
Wait (Random real number between 90.00 and 120.00) seconds
Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at ((Center of (Entire map)) offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])) facing (Real(Creep_Angle[(Custom value of (Triggering unit))])) degrees
Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
Set UnitDead_NH[(Custom value of (Triggering unit))] = True
Else - Actions
Now, I've got a quest where the player has to kill 2 specific neutral hostile units (bandits). The cinematic where the player is given the quest is supposed to show the units.
The problem is that the player might go to kill the bandits and then receive the quest and they won't show up in the cinematic because they'll be dead. The player will then have to wait the minimum 90 seconds for the bandits to respawn.
Any Ideas?
Cheers