im trying to make a respawn triger but its not working as the title i ment creep respawn
event:
a unit owned by player 8 pink dies
condition:
none
action:
wait 5.0 seconds
Unit - Create 1 (Unit-type of (Triggering unit)) for Player 8 (Pink) at (Position of (triggering unit)) facing 270.00 degrees
please help
respawn triger
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Re: respawn triger
Unit - Create 1 (Unit-type of (Dying Unit)) for Player 8 (Pink) at (Position of (Dying Unit)) facing 270.00 degrees
That should work....
Also, to make one trigger that works for everyone:
Unit - Create 1 (Unit-type of (Dying Unit)) for (Owner of (Dying unit)) at (Position of (Dying Unit)) facing 270.00 degrees
That Could work...
With a generic event of - A unit dies
That should work....
Also, to make one trigger that works for everyone:
Unit - Create 1 (Unit-type of (Dying Unit)) for (Owner of (Dying unit)) at (Position of (Dying Unit)) facing 270.00 degrees
That Could work...
With a generic event of - A unit dies
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Re: respawn triger
Yeah, but I don't have WE, right now so.... I can't give you the leak-less one....
But you need to store (Position of Dying unit) in a variable, and then I'm not sure if thats right though...
But you need to store (Position of Dying unit) in a variable, and then
Code: Select all
call delete_point variable
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Re: respawn triger
Sorry for asking but.. Why will that cause lag?Aero wrote:"Position of <Unit>" leaks a location.
I guarentee lag given frequent respawns.
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Re: respawn triger
on the triger i put on the top it says 5.00 seconds but i was ment to put 30 because 5.00 was testing the respawn triger and if i store it as a verible it will not work if another invalid dies within 30 seconds so im gona use the one that u said will cause lag
EDIT:
when i put up the time to 30 seconds it docent work.
EDIT:
when i put up the time to 30 seconds it docent work.
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Re: respawn triger
You don't need a invalid stored in the variable, you need to store the location...
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Re: respawn triger
Make an array then...
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