It is a region, but the compiler wouldn't accept it without GetRectCenter(). So however that function returns data, it is what ReviveHeroLoc() is looking for. I'm not sure where to find what the actual functions look like to see how they return data, so I can't say for certain why.
I had looked...
thats the whole point of why I'm changing this. I don't want the heroes reviving in the same spot, I want them to reappear in a different spot based on the player who owns them. This is all assigned elsewhere.
I had mispelled something, but with that fixed, I learned something else:
It does...
but OURHERO is local, it was declared via custom script earlier in the trigger. StartPosition[] is global and is declared using the variable gui in the trigger editor.
I have a global array (StartPosition[]) which gets assigned during the trigger based on the owner of the triggering unit.
during the script I run this custom script command:
call ReviveHeroLoc(OURHERO, GetRectCenter(GetPlayableMapRect()), true )
This is based on the revive hero tutorial...
I already tried the offset. If I offset even a fraction the hero no longer appears. (ie, I tried (0, -1), (0,-0.1), (0, -100) all with the same effect, no hero. I'll try the building idea, that might work better. I'll update when I have that all setup and tested.
well, I know the models work as I get the hero assigned to me when I choose it and it appears just fine when I control it. The neutral-passive versions are in the same start locations as my wisp, so I should see them right when the game loads, but I don't. The circles of power show up, but no...
Custom neutral-passive units do not show up in game
This is a simple noob question.
I created some custom neutral passive heroes in the object editor, I placed them on the minimap using the unit tool palette, I referenced them in a trigger (borrowed from the hero arena tutorial) and then I...