Jungle Creep Spawn Group like dota

polva

New Member
Reaction score
1
Hi guys
I got a headache searching for some information.. how I wasnt lucky i will try again with you guys!(because already got a lot of help here)

've seen many tutorials about how to place creeps and make them respawn if they die ... the problem is that I need something more.

What I was looking for is something like that:

at a designated place a group of creeps will spawn every 60 seconds by a random chance, but if still has some creep alive in that spot the creep will not spawn.

eg.:
areaX: has 40% chance to spawn groupA creeps(3spider,1wolf) 40% chance to spawn groupB(3bandits) and 20% chance to spawn groupC(rare creep)
areaY: has 75% chance to spawn groupD(5bandits) and 20% chance to spawn groupC(rare creep same as before...)
so what i must to do is... create groups of creeps that will spawn? and place then in triggers?

Also what I need is give loot drop for those creeps
eg.:
killing a spider has 40% chance to drop lootX, 10%lootY and 50% nothing...
i was thinking on create item tables and place a "set" in creeps that will drop something...

sorry but another question. can i do the same with doodads?(eg. place a stone that if broken can drop something and after some time will respawn in the same place)

I'm not good with jass so if it is necessary can you give some advices or tips?

its really important to me... (and for the sake of my map >.<)

if I was not clear enough or my english was bad please comment and I try to fix it.
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
OK, first: Have all your units as set variables, so that it'd be AreaXUnit1, AreaXUnit2, etc.
Trigger:
  • Trigger
    • Events
      • Every 60 seconds of game time/Every 60 seconds
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((AreaXUnit1) Is Dead) Equal to True
          • ((AreaXUnit2) Is Dead) Equal to True
          • ((AreaXUnit3) Is Dead) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 10, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Integer A) Less than or equal to 4
                • Then - Actions
                  • Unit - Create # GroupA for Neutral Hostileat (Area X) facing Default building facing degrees
                • Else - Actions
                  • For each (Integer A) from 1 to 10, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                    • (Integer A) Less than or equal to 8
                    • (Integer A) More than or equal to 5
                  • Then - Actions
                    • Unit - Create # GroupB for Neutral Hostile at (AreaX) facing Default building facing degrees
                  • Else - Actions
            • For each (Integer A) from 1 to 10, do (Actions)
              • Loop - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                  • (Integer A) More than or Equal to 9
                • Then - Actions
                  • Unit - Create 1 GroupC for Neutral Hostile at (AreaX) facing Default building facing degrees
                • Else - Actions
          • Else - Actions

Note: You will need to create them individually to set the units again and using the same concept as that trigger to drop the items.
You will also need another trigger to declare if AreaXUnits1-4 are dead.
That is only a base trigger.
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top