Hey I need help. I am making a map in which I want creeps to respawn in the places people kill them, but the only way I seem to be able to do this is to go through each unit comparsion condition. It takes a really long time doing, doomguard, felbeast, stayr, etc. Can anyone help me with this?
Conditions - Neutral Hostile's food becomes lower or equal to 0
Actions - unit create 1 spider for neutral hostile at spawn 1 unit create 1 bandit for neutral hostile at spawn 1 unit create 1 furbolg for neutral hostile at spawn 1
Event - A unit owned by neutral hostile dies Condition - Unit type equal to so and so Action -
That's all I got...
I am making an AoS map, and there is a place where they cna kill creeps to reach a shop, but I want the creeps to respawn so it keeps them from just waltzing in there.
CreepRevive Events Unit - A unit Dies Conditions (Owner of (Dying unit)) Equal to Neutral Hostile Actions Unit - Create 1 (Unit-type of (Dying unit)) for Neutral Hostile at (Position of (Dying unit)) facing [Any area or so, that's unimportant])
Probably you wanna have some time before the unit spawns again, simply add a wait action before the unit creation. btw, I'm not quite sure if that easy version will work if many creeps are killed the same time. Test it. There's a trigger system that is more save, but requires variables and more triggers.
Yap, just tested it with a creep mass. WC3 saves the infos about a dying unit, so you can give any wait time, wc3 will re-create the correct units. One trigger solution
One more quick question. When units spawn, how do you keep them following a certain path, they seem to find the shortest way.... going out of their spawn lane.
Well, you have to make regions at every bend in the way, and you can use the event Unit - Unit enters Region and use the Unit - Issue Order Targeting a point action to keep them going.