Realy nice creep respawn!

Darkonight

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Trigger:
  • Revival System
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)
        • Loop - Actions
          • Set Integer = (Integer + 1)
          • Unit - Set the custom value of (Picked unit) to Integer
          • Custom script: set udg_Creep_X[udg_Integer] = GetUnitX(GetEnumUnit())
          • Custom script: set udg_Creep_Y[udg_Integer] = GetUnitY(GetEnumUnit())


Trigger:
  • Revive Creeps 1 by 1
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Owner of (Triggering unit)) Equal to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
    • Actions
      • Wait 40.00 seconds
      • Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at ((Center of (Entire map)) offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])) facing Default building facing degrees
      • Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
 
So that ally doesnt hit eachother!

Trigger:
  • Attack Friendly Allies
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Owner of (Attacking unit)) is an ally of (Owner of (Triggering unit))) Equal to True
    • Actions
      • Unit - Order (Attacking unit) to Stop
 
This should be in the Tutorial and Resources area.

I know you are just sharing this knowledge because it's (might be) something cool and new to you.
Unfortunately, the things you post here are old news.
 
I think you're leaking a point. This version is much more user friendly (imo)

Trigger:
  • Store Creeps
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempUnitGroup = (Units owned by Neutral Hostile)
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Set Integer_CreepCount = (Integer_CreepCount + 1)
          • Set Point_CreepPosition[Integer_CreepCount] = (Position of (Picked unit))
          • Unit - Set the custom value of (Picked unit) to Integer_CreepCount
      • Custom script: call DestroyGroup ( udg_TempUnitGroup )


Trigger:
  • Revive Creeps
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Owner of (Triggering unit)) Equal to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
    • Actions
      • Wait 120.00 seconds
      • Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at Point_CreepPosition[(Custom value of (Triggering unit))] facing Default building facing degrees
      • Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
      • Unit - Remove (Triggering unit) from the game
 
were you looking for a better one? because there are many way more complex respawn triggers, ones that even make units face the original direction and spawn groups of units in areas but at random points allowed for that group
 
That's kinda why I posted the one i'm using as it's very easy to extend. I just trimmed it right down to it's core for easy reading.

This is mine in all it's glory.

Trigger:
  • Store Creeps
    • Events
    • Conditions
    • Actions
      • Set TempUnitGroup[1] = (Units owned by Neutral Hostile)
      • Unit Group - Pick every unit in TempUnitGroup[1] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Picked unit) Not equal to Death Bringer (Elite) 0195 <gen>
              • (Picked unit) Not equal to Summoned Demon 0025 <gen>
              • (Unit-type of (Picked unit)) Not equal to Summoned Demon
              • (Picked unit) Not equal to Enforcer 0170 <gen>
              • (Picked unit) Not equal to Bandit 0024 <gen>
              • (Picked unit) Not equal to Rogue 0161 <gen>
              • (Unit-type of (Picked unit)) Not equal to Murloc Flesheater
            • Then - Actions
              • Set Integer_CreepCount = (Integer_CreepCount + 1)
              • Set Point_CreepPosition[Integer_CreepCount] = (Position of (Picked unit))
              • Set Real_CreepFacing[Integer_CreepCount] = (Facing of (Picked unit))
              • Unit - Set the custom value of (Picked unit) to Integer_CreepCount
              • Unit Group - Add (Picked unit) to UnitGroup_Hostiles
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Custom value of (Picked unit)) mod 2) Equal to 0
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Unit-type of (Picked unit)) Equal to Murloc Tiderunner
                      • (Unit-type of (Picked unit)) Equal to Spider Crab Shorecrawler
                • Then - Actions
                  • Unit Group - Add (Picked unit) to UnitGroup_HiddenHostile
                  • Unit - Hide (Picked unit)
                • Else - Actions
            • Else - Actions
      • Custom script: call DestroyGroup ( udg_TempUnitGroup[1] )


Trigger:
  • Revive Creeps
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is in UnitGroup_Hostiles) Equal to True
    • Actions
      • Unit Group - Remove (Triggering unit) from UnitGroup_Hostiles
      • Wait 120.00 seconds
      • Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at Point_CreepPosition[(Custom value of (Triggering unit))] facing Real_CreepFacing[(Custom value of (Triggering unit))] degrees
      • Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
      • Unit Group - Add (Last created unit) to UnitGroup_Hostiles
      • Unit - Remove (Triggering unit) from the game


What i've done here. Is hidden half of the hostiles, and once the hero hits level 5 they're all on show again. If i'd of posted this before i'd of just confused the guy lol.
 
the unit group one is more complex, it involves using a string of integers seperated by ,s to group units together and make them spawn at random locations within their groups parameters
 
There are like a hundred ways to code a group respawn system that are better than "a string separated by s" which is commonly the first idea you get when you're trying to do it, but it's by far the most odd and less intuitive way to do it. There are some pretty decent ones out there, even for GUI (starting with using a unit indexer system)
IMO this thread should be closed because as vypur said, these are very old news and the user wasn't asking a question.
 
the unit group one is more complex, it involves using a string of integers seperated by ,s to group units together and make them spawn at random locations within their groups parameters

Can you explain this in more detail please? (I'm just curious)
 
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