Well hmm.. these triggers do work in a different map but what is causing them to fail on mine any idea? i copied and pasted them exactly from my map to a new one and they worked?
Not 100% sure about this but i double checked and i think since 1.3 patch this doesn't work anymore mind updating... i had this working perfectly but recently it stopped i redid the triggers and still no respawn.. ill check 1 more time on a new map just to be sure
I'm trying to make a trigger for my hero arena... What i'm looking for is a way to select all the players move them to the arena and randomly select 2 from each team to compete in a 1v1 matchup.. id like to be able to award the winner with a prize and after one has died to award the prize and continue with the original game in there positions before the arena matchup started...
In my game i have items that drop charges ie health packs armor weapons and items. Some of these items have charges for use which starts at 5 and uses 1 charge per use.. while some items work correctly and are removed properly after all charges are used i have 1 item in particular that after i use 5 charges it removes the icon but once i pick the item up again from another drop it is gray and once clicked gives error " out of charges " this item is a grenade type ability and was wondering if there is a field i can adjust to allow 5 more charges on the new items... not quite sure why this is happening at all if other items are working correctly and this one does not?
Hey i found this nice thread a few days back and have been trying to translate it into the new sc2 editor since its an old wc3 editor layout and have been running into a lot of dead ends was wondering if anybody could translate this over correctly or maybe set me up with a new way that works the same..
Trigger:
Creep Revival System Initialization Copy
o Events
+ Map initialization
o Conditions
o Actions
+ Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)
Loop - Actions
Set Interger = (Interger + 1)
Unit - Set the custom value of (Picked unit) to Interger
Custom script: set udg_Creep_X[udg_Integer] = GetUnitX(GetEnumUnit())
Custom script: set udg_Creep_Y[udg_Integer] = GetUnitY(GetEnumUnit())
Trigger:
Revive Creeps 1 by 1
o Events
+ Unit - A unit Dies
o Conditions
+ ((Owner of (Triggering unit)) Equal to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
o Actions
+ Wait ((Real((Level of (Triggering unit)))) x 5.00) game-time seconds
+ Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at ((Center of (Entire map)) offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])) facing (Random angle) degrees
+ Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
It is a very unique tutorial but very lacking in its use... Why not explain more triggers to use with this Custom script.. like a jail or a region revive all? The way you have explained it only really works for RPG type games unfortunatly when my players in game die i need them to stay dead until a triggering unit enters region 001 but with the use of instantly transport they will not stay dead? could you add a version of IF THEN ELSE with that revive script and still have it work?
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Well hmm.. these triggers do work in a different map but what is causing them to fail on mine any idea? i copied and pasted them exactly from my map to a new one and they worked?
0
Not 100% sure about this but i double checked and i think since 1.3 patch this doesn't work anymore mind updating... i had this working perfectly but recently it stopped i redid the triggers and still no respawn.. ill check 1 more time on a new map just to be sure
0
@deathtorn: Go
I'm trying to make a trigger for my hero arena... What i'm looking for is a way to select all the players move them to the arena and randomly select 2 from each team to compete in a 1v1 matchup.. id like to be able to award the winner with a prize and after one has died to award the prize and continue with the original game in there positions before the arena matchup started...
0
In my game i have items that drop charges ie health packs armor weapons and items. Some of these items have charges for use which starts at 5 and uses 1 charge per use.. while some items work correctly and are removed properly after all charges are used i have 1 item in particular that after i use 5 charges it removes the icon but once i pick the item up again from another drop it is gray and once clicked gives error " out of charges " this item is a grenade type ability and was wondering if there is a field i can adjust to allow 5 more charges on the new items... not quite sure why this is happening at all if other items are working correctly and this one does not?
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Bump
0
@Abion47: Go
OneTwoSC actually made a mob respawn tutorial in tutorial section explaining how to do it exactly thanks for your added input though :P
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Hey i found this nice thread a few days back and have been trying to translate it into the new sc2 editor since its an old wc3 editor layout and have been running into a lot of dead ends was wondering if anybody could translate this over correctly or maybe set me up with a new way that works the same..
Trigger:
Trigger:
0
It is a very unique tutorial but very lacking in its use... Why not explain more triggers to use with this Custom script.. like a jail or a region revive all? The way you have explained it only really works for RPG type games unfortunatly when my players in game die i need them to stay dead until a triggering unit enters region 001 but with the use of instantly transport they will not stay dead? could you add a version of IF THEN ELSE with that revive script and still have it work?