need help on an easy GUI way of making creeps respawn please

a j j bones

New Member
Reaction score
3
i need help making my neutral hostile creeps respawn in 40 seconds, and also is their a way to make a region that they dont respawn in?
 

elmstfreddie

The Finglonger
Reaction score
203
Event

Unit dies
Condition
Owner of (triggering unit) = to neutral hostile and Unit is in (region) = false
Action
Wait 40 seconds
set temppoint to (positino of (dying unit))
Create 1 (type of(dying unit)) at temppoint facing blah blah blah
call RemoveLocation(udg_temppoint)
 

a j j bones

New Member
Reaction score
3
Event

Unit dies
Condition
Owner of (triggering unit) = to neutral hostile and Unit is in (region) = false
Action
Wait 40 seconds
set temppoint to (positino of (dying unit))
Create 1 (type of(dying unit)) at temppoint facing blah blah blah
call RemoveLocation(udg_temppoint)

when i do call removelocation(udg_temppoint) do i actually put that exact thing?
 

Curuinor

New Member
Reaction score
7
That's if you don't want a memory leak. If you want a way to remove memory leaks in GUI, get WEU. Otherwise, just use the Custom Script function and copy that whole line in there. You need a variable named temppoint, by the way.
 

a j j bones

New Member
Reaction score
3
need help with this creep respawn trigger

Unit dies
Condition
Owner of (triggering unit) = to neutral hostile and Unit is in (region) = false
Action
Wait 40 seconds
set temppoint to (positino of (dying unit))
Create 1 (type of(dying unit)) at temppoint facing blah blah blah
call RemoveLocation(udg_temppoint)


when i do call removelocation(udg_temppoint) do i actually put that exact thing?
or do i have to add change somthing
 

Syndrome

You can change this now in User CP.
Reaction score
126
Set temppoint before Wait 40 Seconds...
and everything else should be ok
but the creep will respawn where it dies, i can give you the system i use that respawns creeps where they are placed in the game before. XD
 

Syndrome

You can change this now in User CP.
Reaction score
126
I have a system, but its in Jass, you just have to change one thing to make them respawn faster or slower, do you want it?
 

Mr Zero

Junior Regular (Got the T-shirt)
Reaction score
64
The whole code: (How I would have done it)
Code:
Creep Respawn
    Events
        Unit - A unit owned by Neutral Hostile Dies
    Conditions
    Actions
        Custom script:   local unit temp_unit = GetTriggerUnit()
        Custom script:   local location temp_point = GetUnitLoc(GetTriggerUnit())
        Custom script:   call PolledWait (40.00)
        Custom script:   call CreateNUnitsAtLoc( 1, GetUnitTypeId(temp_unit), Player(PLAYER_NEUTRAL_AGGRESSIVE), temp_point, bj_UNIT_FACING )
        Custom script:   call RemoveLocation (temp_point)
        Custom script:   set temp_unit = null
Waits 40 seconds :)
 

elmstfreddie

The Finglonger
Reaction score
203
Whole*

Isn't this your THIRD post on the respawn trigger? I'm not replying to another one of your posts that involves respawning...
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
here's a simple way to do it instead of using a variable that will make u face problems with MUI....
Code:
Respawn
   Event
       Unit- Unit Dies
   Condition
       Owner of (Triggering unit) equal to Netural Hostile
   Action
       Wait 40 seconds
       Create 1 (Type of(Triggering unit)) at Position of (Triggering unit) Facing Deaful face building
 

Tonks

New Member
Reaction score
160
here's a simple way to do it instead of using a variable that will make u face problems with MUI....
Code:
Respawn
   Event
       Unit- Unit Dies
   Condition
       Owner of (Triggering unit) equal to Netural Hostile
   Action
       Wait 40 seconds
       Create 1 (Type of(Triggering unit)) at Position of (Triggering unit) Facing Deaful face building

a, You cannot use the "Triggering Unit" function after a wait.
b, That has a memory leak, which is what the variables fix.
c, There is no "Triggering unit," the correct function would be "Dying Unit."
 
I

IKilledKEnny

Guest
People answered you already, if you want though that a certain location would not spawn creeps go to boolean and find

<<region>> contains (Dying unit) equal to false.
 

elmstfreddie

The Finglonger
Reaction score
203
Dying unit and triggering unit are the same in that trigger, and also you can use triggering unit after waits. I do it all the time.
 

Romek

Super Moderator
Reaction score
963
yes ^^

most event units can jsut be used by using triggering unit. the only reason were you would use others is when:
For example:
A unit dies - then you can get the killing unit or the dying unit (which can be the triggering unit)
 
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