Villager Spawns

WastedSavior

A day without sunshine is like, well, night.
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Alright, I've made Villagers spawn, every 60 seconds, and remove the last created unit if they go past 10.. On another note, On my werewolf + vampires + hunters, map, id like the Werewolve villager victims, to spawn wolves when they die, and Id like the vampires to spawn zombies when the villagers die.. Also id like the zombies and wolves to attack any of the 3 surrounded bases, but not there own race..? if you dont understand just tell me what you need to know and ill try to explain better, Thanks?
 
Wasted_Savio said:
Alright, I've made Villagers spawn, every 60 seconds, and remove the last created unit if they go past 10.. On another note, On my werewolf + vampires + hunters, map, id like the Werewolve villager victims, to spawn wolves when they die, and Id like the vampires to spawn zombies when the villagers die.. Also id like the zombies and wolves to attack any of the 3 surrounded bases, but not there own race..? if you dont understand just tell me what you need to know and ill try to explain better, Thanks?
For ur werewolve thing when they die here is the trigger:
Code:
Events: Unit Dies
Conds: Unit type of Dying unit = Villiger
Acts: Replace dying unit with (werewolf)
 
You need to add a condition to that:

(Killing Unit) is of type Werewolf.

You'll have to show us your spawning triggers to create a decent attack system.
 
You can have the vampire and werewolf on the same force, make sure their allied though. This will make them unable to attack each other unless you've done something in the object editor...
 
Jazradel said:
You need to add a condition to that:

(Killing Unit) is of type Werewolf.

You'll have to show us your spawning triggers to create a decent attack system.
Ya here:
Code:
Events: Unit Dies
Conds: Unit type of Dying unit = Villiger and Unit Type of Killing unit = Wolf
Acts: Replace dying unit with (werewolf)
 
Ninva said:
No he ment if the werewolf kills the unit.
dude that trigger is fine the killing unit is the killing unit (check the conditions smart one)
 
lol a little unclear, the werewolf things helps ooo much, can i reverse that for vampires? see werewolves and vampires on diff teams, but im going to have there computers - The wolves and Zombies - Allied, so the zombies and wolves wont attack eachother, but the werewolves and vampires can..
 
mase said:
For ur werewolve thing when they die here is the trigger:
Code:
Events: Unit Dies
Conds: Unit type of Dying unit = Villiger
Acts: Replace dying unit with (werewolf)
That would replace the villager with a new unit with the same HP (and other properties.) You would want to create another one ontop. Or, for a flashy effect, you could do:
Code:
Villager
    Events
        Unit - A unit Dies
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Dying unit)) Equal to Villager
            Then - Actions
                Wait 3.00 seconds
                Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Undead\DarkRitual\DarkRitualCaster.mdl
                Wait 0.50 seconds
                Unit - Create 1 Zombbeni for Player 12 (Brown) at (Position of (Dying unit)) facing (Facing of (Dying unit)) degrees
            Else - Actions
 
mase said:
dude that trigger is fine the killing unit is the killing unit (check the conditions smart one)

Man you know how to get me mad.
 
Okay i got this trigger

Untitled Trigger 001
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Villager (Male)
(Unit-type of (Killing unit)) Equal to Dreadlord
Actions
Unit - Create 1 Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing (Position of (Killing unit))

the villagre dies, The zombie spawns, but instantly the zombie goes running fof to the Starting Location Building, any way to change this? or do i have to put the starting location in enemy base and have them ignore attacks on the way to it..?
 
is the zombie for the player of the dying unit or for the owner of the dreadlord?
 
then wat u do is either u give the building to dg (dark green) or change it so that the zombe cant attack Structures
 
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