Accname
2D-Graphics enthusiast
- Reaction score
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About this project:
This is a new kind of creep revive system developed by me. Actually the idea just came in my mind when i was bored and walked home from school but i think i like it.
why am i posting it here as a members project and not in the resource forum? because this is, as said in the title, still experimental and definitly not finished.
now let show you some information:
What is a creep revival system?
well a creep revival system (not an official name) is a system used to revive creeps or units some time after they got killed. i think the most important use for them is in RPG's as mobs but they can also be used in siege style maps or tower defences.
What is different in this system?
my system is entirely useable without the need of any triggers/scripts.
pure use of object editor data. However some kinds of triggers will be providden by me for more possibilitys when used.
what do i need for this system to run in my map?
You will need 2 dummy units and several (depending on the amount of different creep types) custom abilitys.
This sounds strange Oo ...How is it working?
well this is the most interesting part. listen (or rather read) carefully.
the most important in this system is, that its not using triggers for revival of creeps but a dummy unit and custom abilitys.
you create a dummy structure (copy and paste a human farm for example) at first. you make it entirely invisible and invulnerable (remove model, shadow, pathing map, minimap appearance, etc) and place this dummy unit everywhere on your map where you want creeps to spawn/respawn.
now you go to the ability editor and search for the ability create corpses (i dont have an english version of warcraft, i hope the name is right) raw code Agyd. copy paste this ability and change following data:
*cooldown = 0.01
*range of corpses = 1.00
*max amount of corpses = 1
*Graphic - Special = _
*Corpse unit-type = (some dummy unit without model. NO LOCUST!!!)
that was the first custom ability. (maybe you already got what i gonna do next xD)
the next custom ability is again one of the undeads. search for Undead -> Hero -> Scarabs with the rawcode AUcb. copy paste this ability as well and make it and uncheck the "is hero ability" data.
if you still dont got it. this ability is spawning scarabs at the position of nearby corpses. in this case we wont spawn scarabs, no, we will use these to create our own creeps.
how you set the data of this ability is up to you, i will explain on certain fields later on.
add both abilitys to our custom structure dummy created at the very beginning.
so what exactly do i need?
*only 1 dummy unit to spawn the units
*1 dummy unit as a summoned corpse (invisible of course)
*1 ability to summon those dummy units corpses (Agyd)
*1 ability to summon (revive) our creeps (AUcb)
what are the vantages of this system compared to others?
*its noob friendly because there is no need of triggers/scripts. only object editor editing.
*it is easyly customizeable.
*it cannot leak no matter how dumb you are.
*no variables needed
and what are its cons?
*the need of those 2 dummy units
*the need of dummy abilitys
*the fact that the summoned corpses may glitch with raise dead abilitys of players
*to use the system for neutral hostile creeps (contrary to creeps by a computer player 1-12) you will need a little bit of triggering
*respawned creeps are treathen as summoned therefor taking damage by banish >_<
how can i customate this system?
you have high potential of possibilitys to customize the creep revival. you can change many factors just by setting some object editor data. i ll give some examples:
*you can set the max amount of creeps to summon (scarab ability AUcb)
*you can set how many creeps spawn at once (scarab ability AUcb)
*you can set how fast creeps can be summoned after each other (cooldown scarab ability AUcb)
*you can set up to 2 different types of creeps per spawning dummy (to spawn more then 2 different creep types at one place you just place several dummys)
*you can use the mana of the dummy and mana cost of the skill to limit the amount of respawns a creep can do (set the mana cost of the skill to 1.00 and the dummys mana to 50 and mana regeneration to 0.00 and the creep can only revive 50 times.)
*you can furthermore change the respawn time with mana + mana regeneration + mana cost
you said something about triggers to advance this system didnt you?
yeah! using very simple (or maybe even complex) triggers/scripts you can manipulate this system even more. for example you can:
*activate/deactivate creep spawning by adding/removing the ability of the dummy
*activate/deactivate the spawning for ALL creeps of the same type by deactivating the spawn ability for a player
*change respawn time by manipulating the dummys mana (in case you use the mana and not the cooldown as respawn timer)
*you can set many different levels of the respawn ability (scarab AUcb) and increase/decrease the abilitys level for the dummy via triggers. this way you can change the max amount of creeps summoned, creep type, and much more...
*you can pick all respawned (not preplaced) creeps by picking all units with the "scarab" buff (you might want to create a custom buff based on scarab so it wont glitch with real scarabs)
*you can do various other things i just cant get in mind right now... maybe i ll write them down someday
will i need another dummy structure for each creep type?
no.
of course you can have another dummy structure for each creep type and create a dummy ability for each as well you can also use triggers (aha again triggers, didnt i say you wont need them? argh dont mind) to add the specific abilitys to the different dummy structures. i ll explain it with some demo map.
you got some demo map or screenshots for this?
no screenshots sorry (would be pretty retarded for a respawn system wouldnt it?) but i got a demo map attached to this post where, at least, some features are used.
do i need to give credits if i gonna use it in my map?
nope. actually i dont see this system being even worth mentioned in credits.
i still got questions on how something works...
i ll answer ALL questions with pleasure and try hard to explain it the best i can (as you might already have noticed english is not my mother tongue making some things hard for me to express)
just post all your questions/suggestions/ideas in here and i ll answer as far as possible for me. most probably i ll post this system someday in the resource/turtorial forum.
why am i posting it here anyways?
i want to have some feedback and advice by you the helpful members of TheHelper.net about this my new idea. please dont hasitate to give criticism.
what will i do about this thread in future?
well i think i ll upload a better demo map because the one providen right now just shows the basics without any comments nor details.
but right now i havent got the time needed to do so.
thats it, i hope this little FAQ covers the most important points. try the demo map to see it in action and post post post as much as possible.
again please give feedback on the system! (and maybe even this post)
i wont work this over and post a turtorial in the resource/turtorial sub forum if i wont get any replies to this topic... (yeah its sad, i know)
greetings.
Accname.
This is a new kind of creep revive system developed by me. Actually the idea just came in my mind when i was bored and walked home from school but i think i like it.
why am i posting it here as a members project and not in the resource forum? because this is, as said in the title, still experimental and definitly not finished.
now let show you some information:
What is a creep revival system?
well a creep revival system (not an official name) is a system used to revive creeps or units some time after they got killed. i think the most important use for them is in RPG's as mobs but they can also be used in siege style maps or tower defences.
What is different in this system?
my system is entirely useable without the need of any triggers/scripts.
pure use of object editor data. However some kinds of triggers will be providden by me for more possibilitys when used.
what do i need for this system to run in my map?
You will need 2 dummy units and several (depending on the amount of different creep types) custom abilitys.
This sounds strange Oo ...How is it working?
well this is the most interesting part. listen (or rather read) carefully.
the most important in this system is, that its not using triggers for revival of creeps but a dummy unit and custom abilitys.
you create a dummy structure (copy and paste a human farm for example) at first. you make it entirely invisible and invulnerable (remove model, shadow, pathing map, minimap appearance, etc) and place this dummy unit everywhere on your map where you want creeps to spawn/respawn.
now you go to the ability editor and search for the ability create corpses (i dont have an english version of warcraft, i hope the name is right) raw code Agyd. copy paste this ability and change following data:
*cooldown = 0.01
*range of corpses = 1.00
*max amount of corpses = 1
*Graphic - Special = _
*Corpse unit-type = (some dummy unit without model. NO LOCUST!!!)
that was the first custom ability. (maybe you already got what i gonna do next xD)
the next custom ability is again one of the undeads. search for Undead -> Hero -> Scarabs with the rawcode AUcb. copy paste this ability as well and make it and uncheck the "is hero ability" data.
if you still dont got it. this ability is spawning scarabs at the position of nearby corpses. in this case we wont spawn scarabs, no, we will use these to create our own creeps.
how you set the data of this ability is up to you, i will explain on certain fields later on.
add both abilitys to our custom structure dummy created at the very beginning.
so what exactly do i need?
*only 1 dummy unit to spawn the units
*1 dummy unit as a summoned corpse (invisible of course)
*1 ability to summon those dummy units corpses (Agyd)
*1 ability to summon (revive) our creeps (AUcb)
what are the vantages of this system compared to others?
*its noob friendly because there is no need of triggers/scripts. only object editor editing.
*it is easyly customizeable.
*it cannot leak no matter how dumb you are.
*no variables needed
and what are its cons?
*the need of those 2 dummy units
*the need of dummy abilitys
*the fact that the summoned corpses may glitch with raise dead abilitys of players
*to use the system for neutral hostile creeps (contrary to creeps by a computer player 1-12) you will need a little bit of triggering
*respawned creeps are treathen as summoned therefor taking damage by banish >_<
how can i customate this system?
you have high potential of possibilitys to customize the creep revival. you can change many factors just by setting some object editor data. i ll give some examples:
*you can set the max amount of creeps to summon (scarab ability AUcb)
*you can set how many creeps spawn at once (scarab ability AUcb)
*you can set how fast creeps can be summoned after each other (cooldown scarab ability AUcb)
*you can set up to 2 different types of creeps per spawning dummy (to spawn more then 2 different creep types at one place you just place several dummys)
*you can use the mana of the dummy and mana cost of the skill to limit the amount of respawns a creep can do (set the mana cost of the skill to 1.00 and the dummys mana to 50 and mana regeneration to 0.00 and the creep can only revive 50 times.)
*you can furthermore change the respawn time with mana + mana regeneration + mana cost
you said something about triggers to advance this system didnt you?
yeah! using very simple (or maybe even complex) triggers/scripts you can manipulate this system even more. for example you can:
*activate/deactivate creep spawning by adding/removing the ability of the dummy
*activate/deactivate the spawning for ALL creeps of the same type by deactivating the spawn ability for a player
*change respawn time by manipulating the dummys mana (in case you use the mana and not the cooldown as respawn timer)
*you can set many different levels of the respawn ability (scarab AUcb) and increase/decrease the abilitys level for the dummy via triggers. this way you can change the max amount of creeps summoned, creep type, and much more...
*you can pick all respawned (not preplaced) creeps by picking all units with the "scarab" buff (you might want to create a custom buff based on scarab so it wont glitch with real scarabs)
*you can do various other things i just cant get in mind right now... maybe i ll write them down someday
will i need another dummy structure for each creep type?
no.
of course you can have another dummy structure for each creep type and create a dummy ability for each as well you can also use triggers (aha again triggers, didnt i say you wont need them? argh dont mind) to add the specific abilitys to the different dummy structures. i ll explain it with some demo map.
you got some demo map or screenshots for this?
no screenshots sorry (would be pretty retarded for a respawn system wouldnt it?) but i got a demo map attached to this post where, at least, some features are used.
do i need to give credits if i gonna use it in my map?
nope. actually i dont see this system being even worth mentioned in credits.
i still got questions on how something works...
i ll answer ALL questions with pleasure and try hard to explain it the best i can (as you might already have noticed english is not my mother tongue making some things hard for me to express)
just post all your questions/suggestions/ideas in here and i ll answer as far as possible for me. most probably i ll post this system someday in the resource/turtorial forum.
why am i posting it here anyways?
i want to have some feedback and advice by you the helpful members of TheHelper.net about this my new idea. please dont hasitate to give criticism.
what will i do about this thread in future?
well i think i ll upload a better demo map because the one providen right now just shows the basics without any comments nor details.
but right now i havent got the time needed to do so.
thats it, i hope this little FAQ covers the most important points. try the demo map to see it in action and post post post as much as possible.
again please give feedback on the system! (and maybe even this post)
i wont work this over and post a turtorial in the resource/turtorial sub forum if i wont get any replies to this topic... (yeah its sad, i know)
greetings.
Accname.