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#1 |
Brahms-fan
Join Date: Jan 2006
Posts: 642
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![]() Creep Respawn System v2.6!
Updated to work with Warcraft III 1.24 and above! ![]() Purpose The Creep Respawn system is intended to greatly simplify the process of automatically respawning creep groups for you. A creep group is a group of creeps (1 or more) which will respawn after every unit in the group dies. Requirements:
Features:
Last edited by Themerion : 04-12-2011 at 01:08 AM. |
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#2 |
User
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![]() This system was made 1000 times on GUI and 10000 times was optimised on JASS. I seriously doubt its usefulness.
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#3 |
Brahms-fan
Join Date: Jan 2006
Posts: 642
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![]() I'm not sure if I get your point. When you say "this system", do you refer to exactly this system or this kind of systems?
__________________If you mean that there already are a lot of creep respawn systems, then my answer is simple: There are none at wc3campaigns -> Resources -> Systems. If you mean that my system isn't useful, then that would be a subjective opinion. I have myself implemented this in a map of mine, and the creation of many respawning creeps have never been easier. Have you actually looked at the code? |
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#4 | |
User
Join Date: Dec 2005
Posts: 2,163
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![]() Hell, it's not that hard really...
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#5 |
Brahms-fan
Join Date: Jan 2006
Posts: 642
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![]() Ok, sorry. To be more precise, the system requires JASSHelper 0.9.x (which CSCache also is dependant on). Yes, of course I could have made it dependant on nothing! But no sane scripter would make anything without vJASS these days...
__________________I made this decision because vJASS makes it: * Faster than anything you could ever produce without it. * Deadly easy to implement. I cannot know how your system was, Diolenist, but with this system, I can set up all the automatically respawning creep spawns in my map in 1 trigger. It look like this: Trigger: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() As I understand from your post, you have vast JASS experience, so you surely notice that the only thing that's needed is the CreepCreateGroup command which takes a level/a unit-type, the number of creeps and the location of the group. I'll edit the first post to contain this stuff... Last edited by Themerion : 01-07-2007 at 11:44 AM. |
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#6 |
Nonchalant
Respected User
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![]() Seems pretty useful (not just your standard fare anyway). You will definitely need to add some usage and installation instructions though.
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#7 | |
Brahms-fan
Join Date: Jan 2006
Posts: 642
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Okay, I've made a try for documentation and instructions in 1.2. Response (negative or positive) would be appreciated =) |
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#8 |
User
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![]() one question unless I missed it somewhere on the first post does this keep creeps from spawning into unmovable places like cliffs and in trees?
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#9 |
Brahms-fan
Join Date: Jan 2006
Posts: 642
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![]() It spawns units in an equivalent way of a normal trigger.
__________________If you attempt to spawn them onto, for instance, a tree; then they will appear close to the tree instead of on it. Last edited by Themerion : 01-24-2007 at 09:50 PM. |
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#10 |
Brahms-fan
Join Date: Jan 2006
Posts: 642
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![]() As I've realised that not everybody is a scripting guru, I've decided to create and maintain two versions simultaneously. One for people using JASSHelper, and one for mortals (called CreepRespawnSystem1.3i). Hopefully this will make the system more attractive for people who generally doesn't script.
__________________EDIT Yeah, having 2 versions of a map is dumb. I've merged them into 1.4. Last edited by Themerion : 01-31-2007 at 04:35 PM. |
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#11 |
Nonchalant
Respected User
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![]() Ok, usage instructions seem good. Don't see any code problems. Approved.
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#12 | |
Concepter & Writer
Join Date: Mar 2006
Posts: 473
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#13 |
Brahms-fan
Join Date: Jan 2006
Posts: 642
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![]() I think there has been some kind of misunderstanding... This system respawns unit in a certain location. Which you decide. It doesn't respawn them randomly across the map. (Or did you mean something else?)
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#14 |
User
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![]() I like it and think I'm gonna use it for a new rpg project.
__________________Here a some small suggestions you may think about to add for a bit more flexibility: - 2 or maybe 3 different unit types per group (so that you can create mixed groups). TempType1, TempType2 etc. Should be pretty easy to add and if you want only one unit type you just don't set TempType2 or TempType 3. - If it's not already implented: the possibility that each unit of the group spawns at a random point within the specified region (to avoid all units being concentrated at one point) to make it look and feel more realistic. Just suggestions, anyway good sys. Last edited by MoCo : 01-05-2008 at 06:13 PM. |
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#15 |
Brahms-fan
Join Date: Jan 2006
Posts: 642
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![]() Thank you for the suggestions! Sure, I'll implement the things you asked for.
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