im sorta really new to triggers , and i need a hand with doing something.
i have basic RPG map that i made for fun 1 player , but i wanted to add mroe players , heres there problem.
I wana have it so , the Mobs ( enemys ) i have on that map (when game starts ) respawn after XX time once i kill them (so other players can also get kills or farm cash) , at the same location.
I have struggled with something very similar to your problem. I have a basic respawn trigger, which sort of works. It can instantly respawn a unit, but when I add a wait action, the whole thing stop working. I have no idea why, the same thing worked in WC3, but now it doesn't work in SC2. I would show you how I did mine if it worked.
Well is very simple. The event is "Unit dies" and it has a condition checking to see if the dying unit was owned by hostile. It then waits 45 seconds and creates a unit of the same type as the triggering unit, at the position of the triggering unit, facing the angle of the triggering unit. I don't know why this worked in WC3 and not SC2.
i basicly have the same thing exep , at conditions , i have it to check for each individual unit that dies , wait XX time and then creat a unit at target location.
i think i messed up my variable doh ,
how would you make the Variables ( sorry im really new :P ) im still learning this , im all comfused
Yeah, I know. That isn't quite what I want though. My map has tons of different mobs and neutral npcs and quest people, so selecting all the mobs would be a huge pain.
your problem might be that after 45 seconds the triggering unit no longer exists. store the unit type/angle/position into a variable before the trigger waits
hey every
im sorta really new to triggers , and i need a hand with doing something.
i have basic RPG map that i made for fun 1 player , but i wanted to add mroe players , heres there problem.
I wana have it so , the Mobs ( enemys ) i have on that map (when game starts ) respawn after XX time once i kill them (so other players can also get kills or farm cash) , at the same location.
basicly mob respawn . how would i do that ?
I have struggled with something very similar to your problem. I have a basic respawn trigger, which sort of works. It can instantly respawn a unit, but when I add a wait action, the whole thing stop working. I have no idea why, the same thing worked in WC3, but now it doesn't work in SC2. I would show you how I did mine if it worked.
@Nebuli2: Go
could u share your triggers ?? maybe i can combine what i got with your to fix it .
Well is very simple. The event is "Unit dies" and it has a condition checking to see if the dying unit was owned by hostile. It then waits 45 seconds and creates a unit of the same type as the triggering unit, at the position of the triggering unit, facing the angle of the triggering unit. I don't know why this worked in WC3 and not SC2.
i basicly have the same thing exep , at conditions , i have it to check for each individual unit that dies , wait XX time and then creat a unit at target location.
i think i messed up my variable doh ,
how would you make the Variables ( sorry im really new :P ) im still learning this , im all comfused
Onetwo sc did a tutorial on mob re spawns. I'd take a look at that.
@zeldarules28: Go
Yeah, I know. That isn't quite what I want though. My map has tons of different mobs and neutral npcs and quest people, so selecting all the mobs would be a huge pain.
@Selfcreation: Go
I don't think you need to create any variables. I think that you can just use "triggering unit".
@zeldarules28: Go
what tutorial are you ref too?? do you have a link?? sorry it just ONETWO has like 50 tutorial .
i found out how to do requirements in a hero tutorial LOL . any ideas on the one i should watch ^^
your problem might be that after 45 seconds the triggering unit no longer exists. store the unit type/angle/position into a variable before the trigger waits
@b0ne123: Go
That was what I first tried, but it didn't seem to do anything.
it works and it is really easy
@b0ne123: Go
That is identical to my original trigger, but mine didn't work...