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BattleForums.com Forums > Warcraft > Warcraft General > Warcraft Maps and Modifications

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Old 12-23-2005, 10:40 AM   #1 (permalink)
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Building respawning

Hello

i am trying to make a tigger where when a arcane tower dies it creates another one in its place and so on for infinity.

so far i have this simple code

Tower die1
Events
Unit - Arcane Tower 0024 <gen> Dies
Conditions
Actions
Unit - Create 1 (Unit-type of Arcane Tower 0024 <gen>) for Player 3 (Teal) at (Center of tower1 <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of tower1 <gen>) using Doodads\Cinematic\TownBurningFireEmitterBlue\TownB urningFireEmitterBlue.mdl
Wait 1.00 seconds

but it only rebuilds the tower once.

thank you for anyone that can help mehttp://battleforums.com/images/smilies/banghead.gif
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Old 12-23-2005, 01:23 PM   #2 (permalink)
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The problem is, the event only fires when the specific tower "Unit - Arcane Tower 0024 <gen>" dies. To replace only this specific unit, create a unit variable like "TowerVar", and at map initialization set "Arcane Tower 0024 <gen>" in the variable.

Then do an event like:
Code:
Events
Unit - TowerVar Dies
Conditions Actions
Unit - Create 1 (Unit-type of TowerVar) for Player 3 (Teal) at (Center of tower1 <gen>) facing Default building facing degrees
Set TowerVar = Last created unit
Special Effect - Create a special effect at (Center of tower1 <gen>) using Doodads\Cinematic\TownBurningFireEmitterBlue\TownB urningFireEmitterBlue.mdl
Wait 1.00 seconds
This way, the "TowerVar" variable will always hold the newest tower, and when it will die the event will fire.

I did it without the editor, it may not work, so tell me if it doesn't .
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Old 12-23-2005, 06:31 PM   #3 (permalink)
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Events
Unit - TowerVar Dies
Conditions
Actions
Unit - Create 1 (Unit-type of TowerVar) for Player 3 (Teal) at (Center of tower1 <gen>) facing Default building facing degrees
Set TowerVar = Last created unit
Special Effect - Create a special effect at (Center of tower1 <gen>) using Doodads\Cinematic\TownBurningFireEmitterBlue\TownB urningFireEmitterBlue.mdl
Wait .05 seconds

This code should work, i havnt tested it though.
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Old 12-23-2005, 10:07 PM   #4 (permalink)
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It is exactly what I said...
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Old 12-24-2005, 07:26 PM   #5 (permalink)
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However, you need to take into consideration that after the building is destroyed - there should be 0 units within that region at the time the building ressurects!
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Old 12-25-2005, 03:59 AM   #6 (permalink)
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Quote:
Originally Posted by Hellwolf_36
However, you need to take into consideration that after the building is destroyed - there should be 0 units within that region at the time the building ressurects!
Well, the event is "Unit Dies", so a unit could probably not enter the respawn zone fast enough before the tower reappears .
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Old 12-25-2005, 04:28 AM   #7 (permalink)
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Umm there is a way. If the unit moves fast enough, it can run through the tower spawn and possibly interrupt it, in an attempt for that unit to attack another.
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