Lionhearte
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I posted this in the original topic but was asked to put it in here and upload the trigger, so here it is.
Here is the first one, the initialization:
And here is the "Revive Creeps 1 by 1"
As I said before, the problem was that the creeps did infact respawn, but in the center of the map (oddly patterned too, like, didn't respawn right next to eachother, but exact distance away from eachother as if they spawned normally), instead of where they should be.
A few things that may affect it:
-The models I am using do not have a decaying animation, they just have a death animation, although I tested this with a regular game model and it still respawned in the middle of the map.
-Flesh and Bones under the gameplay constants are at default, 88s and 2s.
-Also originally tried to test with "Wait - 50.00 real time seconds", but changed it to game time after it kept bugging out and spawning in the middle of the map.
If anyone can help with this it would be most appreciated ^^
Here is the first one, the initialization:
Code:
Creep Revival System Initialization
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) 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())
And here is the "Revive Creeps 1 by 1"
Code:
Revive Creeps 1 by 1
Events
Unit - A unit Dies
Conditions
((Owner of (Triggering unit)) Equal to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
Actions
Wait 5.00 game-time seconds
Set tempPoint[1] = (Center of (Entire map))
Set tempPoint[2] = (tempPoint[1] offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))]))
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 (Random angle) degrees
Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
Custom script: call RemoveLocation(udg_tempPoint[1])
Custom script: call RemoveLocation(udg_tempPoint[2])
A few things that may affect it:
-The models I am using do not have a decaying animation, they just have a death animation, although I tested this with a regular game model and it still respawned in the middle of the map.
-Flesh and Bones under the gameplay constants are at default, 88s and 2s.
-Also originally tried to test with "Wait - 50.00 real time seconds", but changed it to game time after it kept bugging out and spawning in the middle of the map.
If anyone can help with this it would be most appreciated ^^