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Old 02-12-2008, 04:34 AM   #17
waaaks
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how can i make this system act like dota's creep respawn?
like
group1 = 2 trolls 1 gnoll
group2 = 2 geomancer 1 wolf

if group1 dies, replace group2
if group2 dies, replace group1

can u make an example of that in the demo map?
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Old 02-13-2008, 09:52 PM   #18
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Quote:
how can i make this system act like dota's creep respawn?
like
group1 = 2 trolls 1 gnoll
group2 = 2 geomancer 1 wolf

if group1 dies, replace group2
if group2 dies, replace group1

I may be wrong, but doesn't DotA's system randomly pick what creep setup to spawn? I mean, if group1 or group2 dies, then randomly pick group1 or group2?

.
Lately, I've felt that the system has been more and more stuffed with extra stuff just so that I'll be able to do the simple things which some of you have asked for. Therefore I'll drop the no-vJASS thing, which allows me to develop a far more flexible and extendible creep respawn system.

..:: Creep Respawn System v2 ::..

This is brand new, and has not been through any heavy testing. However, it is both a lot more flexibility and simple than v1.x was.

Setting up "DotA" spawn is this simple:
Trigger:
Random Creeps
Events
Conditions
Collapse Actions
Set tempRect = CreepSetupDwarf <gen>
Custom script: call CRS_AddRandomGroup(udg_tempRect)
Set tempRect = CreepSetupHuman <gen>
Custom script: call CRS_AddRandomGroup(udg_tempRect)
Set tempRect = CreepSetupMage <gen>
Custom script: call CRS_AddRandomGroup(udg_tempRect)
-------- ------------------------------------- --------
Set tempRect = Creep5 random <gen>
Custom script: call CRS_CreateRandomGroup(udg_tempRect)

Oh, and you can now mix types in the groups in any way you want :)
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(v)JASS Tutorial
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Creep Respawn System
It has never been easier to respawn creep groups...

Last edited by Themerion : 02-13-2008 at 09:55 PM.
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Old 02-19-2008, 08:07 AM   #19
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thnx
+rep if i can
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Old 04-01-2008, 01:45 AM   #20
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Lol but no offence but...
i'd rather do it unittype by unittype in triggers...
it takes longer...but its WAY easier XD
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Old 04-26-2008, 09:37 AM   #21
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Um... kay. If you think you're method is easier than this:

Trigger:
Create Groups
Collapse Test map Init
Collapse Events
Time - Elapsed game time is 5.00 seconds
Conditions
Collapse Actions
-------- ----------------------------------------------------- --------
Set tempRect = Region Creep1 <gen>
Custom script: call CRS_SetupRegion(udg_tempRect)
-------- -----------------------------------------------------

Then go ahead, use your method :P
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Creep Respawn System
It has never been easier to respawn creep groups...

Last edited by Themerion : 05-20-2008 at 07:59 PM.
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Old 05-30-2008, 09:52 AM   #22
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ive got something to report, when a creep is charmed (change owner spell by dark ranger), the charmed creep doesnt revive anymore...can u fix this please?
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Old 05-30-2008, 02:26 PM   #23
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Gah! My bad. Fixed.

If anybody wishes for me to port the Creep Respawn System to other methods/systems than HSAS (HAIL or PUI, that is), just let me know.
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Old 05-31-2008, 12:50 AM   #24
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thanks, that was fast
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Old 05-31-2008, 10:05 AM   #25
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Quote:
Originally Posted by waaaks
ive got something to report, when a creep is charmed (change owner spell by dark ranger), the charmed creep doesnt revive anymore...can u fix this please?

funny you should mention that, i actually ran into the same problem in my map.


This is a good and easy system, i would have used it if i knew about it before.

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Old 06-01-2008, 12:18 PM   #26
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ok now the bad part in version 2 and above is, i cant create groups using unit types, that means i need to place the creeps on the region then use them as a list to create random group spawns, thats why im still using version 1.5

so i got a question, does the bug "charm" still exist in version 1.5? because i find the old version better than 2 and above
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Old 06-01-2008, 08:18 PM   #27
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Quote:
Originally Posted by waaaks
ok now the bad part in version 2 and above is, i cant create groups using unit types, that means i need to place the creeps on the region then use them as a list to create random group spawns, thats why im still using version 1.5

You don't need to put them in the region. You need to put them in a region (any), for initialization. When the spawning is set up, you can remove them (the creeps). Iin other words: if you do the creep setup at map init, you can remove the creeps even before the players have a chance to see them.

There are 3 major benefits of this, compared to the 1.5 way:
  • All the creep unit-types are preloaded (since they are placed from start). This prevents in-game lag when they are used for the first time.
  • 2.0 can remember facing and position. Units spawning on top of each other, all looking in the same direction, looks just ugly.
  • It IS much more convenient after all. Regions versus rawcodes.

If you want the 1.5 setup possibilities, despite the reasons above... Well, just give me a good reason, and I'll implement something like them in v2. Version 2 doesn't actually need the units, but uses them for the setup because it's convenient.

Quote:
so i got a question, does the bug "charm" still exist in version 1.5? because i find the old version better than 2 and above

I'm not really sure. I don't have that old version anymore. My best bet would be: yes.
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Submissions::
(v)JASS Tutorial
Covers how to make fast and safe coding for common tasks in vJASS/JASS.
Creep Respawn System
It has never been easier to respawn creep groups...

Last edited by Themerion : 06-01-2008 at 08:28 PM.
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Old 06-01-2008, 10:17 PM   #28
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wait...i got an idea, how about creating units after x seconds then set them in list or normal groups

because i want my map to load faster thats why i need to remove pre placed neutral hostile units and create them after x seconds
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Old 06-02-2008, 04:06 PM   #29
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Quote:
wait...i got an idea, how about creating units after x seconds then set them in list or normal groups

Sure, that would work.

Quote:
because i want my map to load faster thats why i need to remove pre placed neutral hostile units and create them after x seconds

I really hope that you are already using the widgetizer and map optimizer... :P

Is it sufficient, the solution you came up with (create and do init after X seconds), or do you still want me to readd the old functions?
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Submissions::
(v)JASS Tutorial
Covers how to make fast and safe coding for common tasks in vJASS/JASS.
Creep Respawn System
It has never been easier to respawn creep groups...

Last edited by Themerion : 06-02-2008 at 04:32 PM.
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Old 06-03-2008, 08:45 AM   #30
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i can read it myself...
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