Respawn triggers broken?

ArmyOfFrogs

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Recently my respawn triggers were working persay, but were ignoring the timer I set on them, and it was causing problems. So I went and made the timer a bit longer, and now it won't work no matter the time.

Trigger:
  • Build
    • Events
      • Map Initialization
    • conditions
    • actions
      • unit group - pick every unit in (units in (playable map area)) and do (Actions)
        • loop - actions
          • if (all conditions are true) then do (then actions) else do (else actions)
            • if - conditions
              • (owner of (picked unit)) equal to player 11 (dark green)
            • then - actions
              • if (all conditions are true) then do (then actions) else do (else actions)
                • if - conditions
                  • or - any conditions are true
                    • conditions
                      • (banditcave <gen> contains (triggering unit)) equal to true)
                • then actions
                • Else actions
                  • unit - set the custom value of (picked unit) to InitInt
                  • set InitPos[InitInt] = (Position of (Picked unit))
                  • set InitInt = (InitInt +1)
            • else actions
      • Custom script: call DestroyGroup( getlastcreatedgroup() )
      • Set dungeonstart = InitInt
      • unit group - pick every unit in (Units in (playable map area)) and do (actions))
        • if (all conditions are true) then do (then actions) else do (else actions)
          • If - conditions
            • or - any (coniditions) are true
              • conditions
                • (BanditCave <gen> contains (picked unit)) equal to true
          • Then - actions
            • set InitType[INitInt] = (unit-type of(picked unit))
            • set InitPos[InitInt] = (Position of (picked unit))
            • Set InitInt = (INitINt + 1)
          • Else actions
      • Set dungeonend = InitInt
      • Customscript: call destroygroup( getlastcreatedgroup() )
      • set INitInt=0

This sets the position for all units owned by them, seperated by whether they're in a dungeon (only bandit cave at this moment) or not. Then there's seperate respawn for dungeons and non dungeons.
Trigger:
  • normal respawn
    • Events
      • Unit - a unit dies
    • Conditions
      • Owner of (triggering unit)) equal to player 11 (dark green)
    • Actions
      • if (all conditions are true) then do (thenactions) else do (else actions)
        • if - conditions
          • (custom value of (triggering unit)) greater than or equal to 1
          • (custom value of (triggering unit)) less than dungeonstart
        • then - actions
          • countdown timer - start Respawn[(Custom value of (triggering unit))] as a ONe-shot timer that will expire in 71.00 seconds
          • Wait until ((remaining time for Respawn[(Custom value of (Triggering unit))]) Equal to 1.00), checking every 1.00 seconds
          • Unit - create 1 (unit-type of (triggering unit)) for player 11 (dark green) at InitPos[(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))
        • Else - actions


The dungeon one works fine, however. Runs off of if a unit dies, unit type equal to the bandit boss, then selects all units from dungeon start to dungeon end and respawns them. Later on with more dungeons i'll set up a way to differentiate b/w the different dungeons, but that doesn't matter atm :p Thanks for any help ^^
 

ArmyOfFrogs

New Member
Reaction score
20
Edit: Now it is respawning dungeon monsters too, but i got the normal respawn back to working by erasing the countdown clock and putting it back in.
 
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