Neutral Re-spawn

nakahito

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kay... i'd like a neutral creep spawn / respawn ... such as in dota...
but without that function jiberish
...
Neutral Spawn Types
Events
Conditions
Actions
Set NeutralCreepCount = 3
Set NeutralTypes[1] = Peasant
Set NeutralTypes[2] = Footman
Set NeutralTypes[3] = Knight
Set NeutralTeritoriesCount = 4
Set NeutralTeritories[1] = Spawn Creep 1 <gen>
Set NeutralTeritories[2] = Spawn Creep 4 <gen>
Set NeutralTeritories[3] = Spawn Creep 2 <gen>
Set NeutralTeritories[4] = Spawn Creep 3 <gen>
For each (Integer A) from 1 to NeutralTeritoriesCount, do (Actions)
Loop - Actions
Set NeutralTypesKilled[(Integer A)] = False


Neutral Spawn Revival
Events
Unit - A unit owned by Neutral Hostile Dies
Conditions
(Number of units in (Units in NeutralTeritories[TempInteger])) Less than 1
Actions
Set NeutralTypesKilled[(Custom value of (Attacked unit))] = False


Neutral Spawn
Events
Time - Every (Random real number between 20.00 and 30.00) seconds of game time
Conditions
Actions
Set TempInteger = (((Execution count of (This trigger)) mod NeutralTeritoriesCount) + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
NeutralTypesKilled[TempInteger] Equal to False
Then - Actions
Set NeutralTypesKilled[TempInteger] = True
Unit - Create (Number of units in (Units in NeutralTeritories[TempInteger])) NeutralTypes[(Random integer number between 1 and NeutralCreepCount)] for Neutral Hostile at (Center of NeutralTeritories[TempInteger]) facing (Position of (Triggering unit))
Unit - Set the custom value of (Last created unit) to TempInteger
Else - Actions


where's the mistake?
they don't even start to spawn...
 
Trigger:
  • Neutral Spawn Types
    • Events
    • Conditions
    • Actions
    • Set NeutralCreepCount = 3
    • Set NeutralTypes[1] = Peasant
    • Set NeutralTypes[2] = Footman
    • Set NeutralTypes[3] = Knight
    • Set NeutralTeritoriesCount = 4
    • Set NeutralTeritories[1] = Spawn Creep 1 &lt;gen&gt;
    • Set NeutralTeritories[2] = Spawn Creep 4 &lt;gen&gt;
    • Set NeutralTeritories[3] = Spawn Creep 2 &lt;gen&gt;
    • Set NeutralTeritories[4] = Spawn Creep 3 &lt;gen&gt;
    • For each (Integer A) from 1 to NeutralTeritoriesCount, do (Actions)
    • Loop - Actions
    • Set NeutralTypesKilled[(Integer A)] = False


you need an event here, to initialize the arrays... do something like Time elapsed 0.5 seconds, or Map Initialization
 
still doesn't work... i set it to 5 sec past game start...
maybe i should put some neutral creeps there... and set that
once they are dead they are re-spawned as some other monsters?
or should i just make a passive ability to them...
ressurection after 5 minutes... full hp and mana... no cooldown
by the way... how do I make a unit respawn at a pre-located position?
 
in the end you could also just make the regions where they spawn and every 90 seconds or so, spawn a bunch of creeps there if the count of units in that region is 0.

As in what to spawn, you can set certain groups of creeps, like 5 kobolds, 2 centaurs etc. Then the spawn trigger picks a random one of those groups, and creates units of the type stored in the groups at the region where it is supposed to spawn.

That is btw the way it is done in DotA
 
... hard to think... head overheated....
:banghead:
could some1 please set whatever he said into a program...
event:
condition:
action:

?
 
Here tested and works

Trigger:
  • SpawnPrep
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Set UnitGroup1[1] = Satyr Soulstealer
      • Set UnitGroup1[2] = Satyr Hellcaller
      • Set UnitGroup1[3] = Satyr
      • -------- --------------------- --------
      • Set UnitGroup2[1] = Furbolg Tracker
      • Set UnitGroup2[2] = Furbolg
      • -------- --------------------- --------
      • Set UnitGroup3[1] = Giant Wolf
      • Set UnitGroup3[2] = Dire Wolf
      • Set UnitGroup3[3] = Timber Wolf
      • -------- --------------------- --------
      • Set UnitGroup4[1] = Murloc Huntsman
      • Set UnitGroup4[2] = Murloc Tiderunner
      • Set UnitGroup4[3] = Murloc Nightcrawler
      • Set UnitGroup4[4] = Naga Sea Witch
      • -------- --------------------- --------
      • Set SpawnRegions[1] = Spawn1 &lt;gen&gt;
      • Set SpawnRegions[2] = Spawn2 &lt;gen&gt;
      • Set SpawnRegions[3] = Spawn3 &lt;gen&gt;
      • Set SpawnRegions[4] = Spawn4 &lt;gen&gt;


Trigger:
  • Spawn
    • Events
      • Time - Every 90.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in (Units in SpawnRegions[(Integer A)] matching (((Matching unit) is alive) Equal to True))) Less than 1
            • Then - Actions
              • Set RndInt = (Random integer number between 1 and 4)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RndInt Equal to 1
                • Then - Actions
                  • For each (Integer B) from 1 to 3, do (Actions)
                    • Loop - Actions
                      • Unit - Create 1 UnitGroup1[(Integer B)] for Neutral Hostile at (Center of SpawnRegions[(Integer A)]) facing Default building facing degrees
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RndInt Equal to 2
                • Then - Actions
                  • For each (Integer B) from 1 to 2, do (Actions)
                    • Loop - Actions
                      • Unit - Create 1 UnitGroup2[(Integer B)] for Neutral Hostile at (Center of SpawnRegions[(Integer A)]) facing Default building facing degrees
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RndInt Equal to 3
                • Then - Actions
                  • For each (Integer B) from 1 to 3, do (Actions)
                    • Loop - Actions
                      • Unit - Create 1 UnitGroup3[(Integer B)] for Neutral Hostile at (Center of SpawnRegions[(Integer A)]) facing Default building facing degrees
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RndInt Equal to 4
                • Then - Actions
                  • For each (Integer B) from 1 to 4, do (Actions)
                    • Loop - Actions
                      • Unit - Create 1 UnitGroup4[(Integer B)] for Neutral Hostile at (Center of SpawnRegions[(Integer A)]) facing Default building facing degrees
                • Else - Actions
            • Else - Actions
 
thx a lot man... really helpful to me :D
would have rep.++ you more...
if I hadn't already done that :D
 
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