[color=DFC99B]Spawn 101 ;op
Couldnt resist, and been playing around / getting familiar with this new feature, man its gonna cut nearly 100+ Map Actions from RotD`s script and allow me to remove 100`s of units off the map and use a few to the same effect. :o) Ive also come up with a quick way to move those few units around the map so that when they do respawn, its always from a random location. ;op
Anyways, what Ive learned so far . . .
the 4 previously unused (or was it 3 ?) boxes in each MONS Option box now has the following options.
Respawns
Respawn via Script
Respawn at Death Loc`n
Use Monster Entrance
First off to have a unit just coninually respawn,or to have it respawn AT all, (ie when using any of the other 3 flags), Respawns needs to be checked.
When the unit dies, it reappears at its placed location via the Tain Entrance effect.
Respawn via Script, (remember Respawns still needs to be checked), now allows you to create a TUNI/CTRL loop to control how and when the units respawn. You can do much more in this time before you respawn them, such as the afore mentioned random localizing. Respawn via Script, however, forces you to add an entrance effect in the CTRL, as it wont use the 'Use Monster Entrance Flag' set in the monster respawn flags, and units will just appear
without the Tain effect if one isnt provided in the CTRL.
Respawn at Death Loc`n is pretty self explanatory I think, just remember you need Respawns checked as well. :o)
Use Monster Entrance is again pretty obvious, 2 things to keep in mind of course, 1 needs the Repawns Flag checked, and if Respawns via Script is used for monsters with this flag set, it will be overridden and needs to be set in the CTRL making them visible.
Quick little loop I made so that 5 units Spawn , when ALL 5 die, then they will all respawn again, of course 1 is tied to the TUNI for < 1 ??, but not tied to the CTRL to be respawned, nor has the Respawn via Script flag checked so that as soon as it dies, it reappears via the Tain entrance effect and picks up where it left off. ;o)
Anyways . . .
Ghasts Count < 1 ?? [Test Unit]
initially_active
deactivates_on_successful_execution
5.00, 5.00
{
Monsters
10197 (ghast)
10195 (ghast)
10194 (ghast)
10196 (ghast)
10198 (ghast)
Unit Count Less Than
1
Activates on Success
Respawn Ghasts
}
Respawn Ghasts [Unit Control]
deactivates_on_trigger
0.00, 0.00
{
Monsters
10197 (ghast)
10194 (ghast)
10196 (ghast)
10198 (ghast)
Visible Flag
Use Monster Entrance Flag
Activates on Success
Ghasts Count < 1 ??
}
Ghasts Attack !! [Attack]
initially_active
deactivates_never
1.00, 2.00
{
Attackers
10197 (ghast)
10195 (ghast)
10194 (ghast)
10196 (ghast)
10198 (ghast)
Attack Unit Type
1
}
Now just let your imagination go and the possibilities this can allow are immense mb. ;o)
I cant wait to get back to adding MUNG/MOMA locations to respawn from in RotD and eliminating uneeded units and MAs. ;o)
::Thinks it wouldnt take but an hour to redo Gabe in the Wimble :oO runs off to do lousy arse Real Life© stOOf :o( Wonders what this new flag in Fear does exactly ?? Rise to Flying Height ?? Hmmmmmm::
::goes off pondering::[/color]
Edited By GHOST® on 1082832078