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Click here to go to the first staff post in this thread. Thread: Why does wards stop creeps spawning? / Corpse Kill Time for Neutral Respawn

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  1. #21
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    Quote Originally Posted by ElementUser View Post
    I think the neutral corpses take a bit longer than 17s to go away, actually...

    I finished the last creep in the creep camp at x:40 and the camp didn't respawn. The one after did, however.
    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.

  2. #22
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    Quote Originally Posted by Barahng View Post
    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.
    Yeah I know it takes 17s in DotA, was just saying it's a bit different here

    Based on someone else's jungle tests, you need to finish the creeps off by x:38-39 (so that's 21-22 seconds for corpses to decay....approximately)

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  3. #23
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    Quote Originally Posted by ElementUser View Post
    Yeah I know it takes 17s in DotA, was just saying it's a bit different here

    Based on someone else's jungle tests, you need to finish the creeps off by x:38-39 (so that's 21-22 seconds for corpses to decay....approximately)
    Wasn't aware there was prior testing on this, thanks.

  4. #24
    what about blocking spawn of neutral creeps? is legal? it´s not a bug?

  5. #25
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    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

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  6. #26
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    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.

  7. #27
    I think the main reason for keeping it is so there's a direct counter to jungling.

  8. #28
    Quote Originally Posted by Malle View Post
    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.
    So it's a circle centered on the spawn, unlike DotA where it's a custom-set rectangular region?

    Quote Originally Posted by nyx_ View Post
    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.
    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.

  9. #29
    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

  10. #30
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    Quote Originally Posted by christucket View Post
    I do not think he's asking mechanically why, but logically why.
    Theres nothing logical on SPAWNING either. I don't see cats spawning from other cats in the street.

  11. #31
    Quote Originally Posted by ElementUser View Post
    No. There are invisible rectangles that are checkboxes for the spawn. For example, in the top-most medium camp in the Legion Jungle, I can pull them out a little bit as late as x:57, still have vision of the spawn area and I magically see creeps appearing.
    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

  12. #32
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    It's 17 seconds in HoN as well.

    2 second death time
    15 second corpse time for neutrals

  13. #33
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    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.

  14. #34
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    Quote Originally Posted by ElementUser View Post
    No. There are invisible rectangles that are checkboxes for the spawn.
    Rectangles in Warcraft

    I think they're circles in HoN
    I'm an honest guy who's not afraid to be blunt. Hope you can handle that.

  15. #35
    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

  16. #36
    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.

  17. #37
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    Quote Originally Posted by Warchamp7 View Post
    Rectangles in Warcraft

    I think they're circles in HoN
    I posted that way back then when I didn't know how to parse the code, sorry for the confusion.

    And I was implying rectangles in DotA, not for HoN

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  18. #38
    Quote Originally Posted by edxs View Post
    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.
    This.

    This is the first actual answer to the OP too.

    It is coming from code simplicity, and has then become a part of the gameplay, which is why it stayed.

  19. #39
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    Quote Originally Posted by S2Ikkyo View Post
    It's 17 seconds in HoN as well.

    2 second death time
    15 second corpse time for neutrals
    It is actually 22 seconds.

    Because additionally there is a 5 seconds corpse fade time.

    The lines

    corpsetime="15000"
    corpsefadetime="5000"

    can be found in every neutral creep entity.
    I also timed it with various creeps and it fits.

  20. #40
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    Oh, so they use separate values for all units and not a general one. Oh well, good to know for reference.
    13^3

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