Issues with creep respawning trigger

Kosire

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I have a basic trigger for creep respawning but I have a few issues with it.
Trigger:
  • Respawn
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Dying unit)) Equal to Neutral Hostile
    • Actions
      • Wait 50.00 seconds
      • Unit - Create 1 (Unit-type of (Dying unit)) for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees

For one, the creep respawns wherever it died, which is a problem when it ends up near a 'town' area. and I dont want to make a region for every creep on the map so it will respawn there, unless... I have to for that to happen i guess I just thought there'd be an easier way. Also, whenever the 'wait' is 60+ seconds, the creep wont respawn at all.

So Im just being nooby old me asking what's probably a simple trigger but, this was all i was able to gather and it's simple, and thus, it has issues. Thanks once again

~Kosire
 

Kosire

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Thanks for finding that :) It worked.
Except one thing, : / when I added an item drop chance to some of my "boss" creeps. It wont respawn them... it was working fine for all the creeps until I made some of them have a chance to drop items, now any creep that has a chance to drop an item wont respawn...
 

Kosire

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an item table. is that whats interupting one of the trigger parts?
with item drop commands can you make the items the creeps have only drop x% of the time?
 
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I think the item table uses User Data which will interrupt your revive trigger.

This trigger will have a 10% chance to drop Claws of attack.

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Dying unit)) Equal to Neutral Hostile
    • Actions
      • Set point = (Position of (Dying unit))
      • Set integer = (Random integer number between 1 and 10)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • integer Equal to 1
        • Then - Actions
          • Item - Create Claws of Attack +15 at point
        • Else - Actions
      • Custom script: call RemoveLocation(udg_point)
 

Kosire

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EDITED:
Well when making the trigger it said there was an issue with the custom script line saying it "Expected a Name"
I don't know if it's because of my point variable or because of the custom script but somethin's wrong o_O
Point can't have an initial value and it isn't supposed to be an array, is it? or maybe would the custom script be different because im using specific-unit event?

Trigger:
  • DragonPetDrop
    • Events
      • Unit - Bronze Dragon 0064 <gen> Dies
    • Conditions
    • Actions
      • Set Point = (Position of (Dying unit))
      • Set CreepInteger = (Random integer number between 1 and 10)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CreepInteger Equal to 1
        • Then - Actions
          • Item - Create Sparkcash Pet! at Point
        • Else - Actions
          • Custom script: call RemoveLocation(udg_point)

Theres what it is.
 

SGT Vejito

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Using a specific unit event dosen't work as well as you might hope, i'd suggest doing this instead:

Trigger:
  • DragonPetDrop
    • Events
      • A Unit - Dies
    • Conditions
      • Unit-Type of dying unit equal to Bronze Dragon
    • Actions
      • Set Point = (Position of (Dying unit))
      • Set CreepInteger = (Random integer number between 1 and 10)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CreepInteger Equal to 1
        • Then - Actions
          • Item - Create Sparkcash Pet! at Point
        • Else - Actions
      • Custom script: call RemoveLocation(udg_point)


also you have your remove location script inside of your 'else' category, you'll want to lower it, so it triggers after the IF / Then / Else statement instead.
 

bOb666777

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Jass is Case sensitive, thus you must write udg_Point.
 

Gtam

Lerning how to write and read!! Yeah.
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Ur variable has a capital P so the script must also have one
 

Kosire

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k, didnt realize Case Sensitivness, thanks :)

EDIT: Any of my creeps that are air edit:but changed to be targeted as ground dont respawn...
Nevermind... even if they arent changed to targeted as ground they dont respawn.. anything flying...
 

Kosire

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For any1 this may help in the future, Combat - Death Type needs to be CAN raise, does decay. nothing to do with flying
 
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