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Was just basing it off of the DotA mechanic, which I'm positive is 17. One isolated incident isn't necessarily evidence of either though. I'll do some in-depth testing later today.
Edit: Just did some rudimentary testing, it appears to be 20-21 second for a full corpse despawn. Will post screens if I get the time later today.
Last edited by Barahng; 09-15-2009 at 08:56 AM.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
what about blocking spawn of neutral creeps? is legal? it´s not a bug?
These two lines can be found in game_settings.cfg in resources0.s2z.
Set g_corpseTime "10000"
Set g_critterNoRespawnProximity "500.0000"
This indicates, though doesn't in itself confirm, that the corpse time is 10 seconds and that an area of 500 radius from the creep spawn must be clear whenever the check is made.
13^3
In my posts, cursive grey text indicates very detailed or less relevant information, while blue text highlights important points or conclusions.
does anyone know how big the area is where units should not be in for each camp?
it seems much smaller in hon compared to dota because of how late you can pull a camp and still get it to spawn.
I think the main reason for keeping it is so there's a direct counter to jungling.
So it's a circle centered on the spawn, unlike DotA where it's a custom-set rectangular region?
That's actually also because the leash time on neutral creeps in HoN are much longer, which coincidentally also allows for neutral creep pulls that were impossible in DotA, i.e. You can get every single neutral creep camp killed at Hellbourne's top lane using your own creeps one way or another.
Anything and everything will stop neutral spawns. Items left to sit, wards, couriers, tree eyes, etc
And I believe the circle centered on the spawn point is valid, because you can leave items in the trees or wards behind a neutral spawn to stop spawns. In dota the boxes usually didn't cover the surrounding trees and warding inside the trees did nothing.
tl;dr
This is because there are theoretically still alive creeps from that spot that are not yet killed (the ones you have pulled). But because they are not on the spawn spot new ones appear. But if you go near the spawn spot at x:57 and have vision of it I don't think there will spawn any creeps.
Basically
- vision of spawn spot while no alive creeps from the same spot are present - no spawn
- no vision of spawn spot and spawn spot creep dead/whole spot cleared - respawn
It's 17 seconds in HoN as well.
2 second death time
15 second corpse time for neutrals
Thesoldier, if you have read the post you quoted you would notice that ElementUser actually saw the creeps spawn, so your conclusions are wrong. It was already posted in this thread: It has nothing to do with having vision of the spawn spot, it checks if there are any gadgets near it.
Yea its simple a circle around the creep spawn region if any object/gadget etc is in that radius then the creep will not spawn vision of the spawn has nothing to do with creep spawning or not its just simpley when u have vision of the spawn u are most likely inside of the radius and they wont spawn
I believe it's a consequence of the original neutral spawning code. They didn't want to spawn them on top of each other continuously, so they checked for any units in the box.
They could have checked to see if the originally spawned units were there, or even if neutral team units were there, but probably as a result of laziness they checked for any units.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
-----------------------------
Tech Support and Customer Support: https://www.heroesofnewerth.com/support/
Look for my highlighted text (important information) and grey text (interesting but not required information).
Oh, so they use separate values for all units and not a general one. Oh well, good to know for reference.
13^3
In my posts, cursive grey text indicates very detailed or less relevant information, while blue text highlights important points or conclusions.