Warcraft III resources & community, 2003–2006 · archived

A JASS Creep respawn system

14 posts
#1

A JASS Creep respawn system

Currently I am searching after a good system to respawn creeps on their ORIGINAL position.
Meanwhile the game is running, the creeps also grow stronger (replaced).
Does someone has any suggestion for this?
I am trying to gather some idea's :-).
Maybe important : its for a hero arena.
#2
attach the original location to the unit and respawn it there.
#3
Eh...eh?
Where else are the creeps supposed to spawn at?
Well, use X / Y coordinates for creep spawn, and use Upgrades to make them stronger.
#4
dying position?
#5
Dude...
Tell me how you spawn a creep please, k.
#6
3 most used respawn techuniqes: (from what I can think of now)
1.Random Point in Region
2.Dying Position
3.Units Position at map init

He wants to use 3
#7
Thunder_eye3 most used respawn techuniqes: (from what I can think of now)
1.Random Point in Region
2.Dying Position
3.Units Position at map init

He wants to use 3

......
So those are the legendary most used respawn techniques...................
Lol.
Well, at least I don't care how most used they are.

Unit - Create 1 Footman for Player 1 (Red) at (Point(0.00, 0.00)) facing Default building facing (270.0) degrees

You can get the Point(x,y) in the map editor by pointing on a point with the mouse.(Bottom Left)
#8
You can get the Point(x,y) in the map editor by pointing on a point with the mouse.(Bottom Left)
.
oh thats right, I forgot that.
Thanks, I'll use that stuff for it :-)
But in another way there has to be a code that activates the spawning and confirms the death of the previous unit.
#9
Event - A unit dies
Condition - Unit died equal to MR_X
Actions - Wait 10 seconds
- Create 1 MR_X at x/y

Lol, I call those codes!
#11
What the hax?
Why so complicated if you can do it a lot easier?
#12
This takes care of every pre-placed unit on the map, every unit... If you put it there when you made it, it will respawn there.
#13
Who said he uses pre-placed units?...
He might as well create creeps at map-initialization.
#14
Hey SteelGopher, thanks for the script dude!
But what if I place already units and then
use X/Y to place them with triggers ?
Would the trigger-placed units also be under the command of the script?

Edit : I just came by the idea to use the X/Y placing triggers because this would prevent long-loading from the map, and lag.