Death animation trigger not working.

fgw

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So I have this code.

Trigger:
  • Untitled Trigger 006
    • Events
      • Unit - A unit owned by Player 4 (Purple) Dies
      • Unit - A unit owned by Player 5 (Yellow) Dies
      • Unit - A unit owned by Player 3 (Teal) Dies
      • Unit - A unit owned by Player 2 (Blue) Dies
      • Unit - A unit owned by Player 1 (Red) Dies
    • Conditions
      • ((Dying unit) is A Hero) Equal to True
    • Actions
      • Countdown Timer - Show (Last created timer window) for (Owner of (Dying unit))
      • Countdown Timer - Create a timer window for (Expiring timer) with title Will revive in:
      • Countdown Timer - Start (Expiring timer) as a One-shot timer that will expire in 10.00 seconds
      • Wait 10.00 game-time seconds
      • Countdown Timer - Destroy (Last created timer window)
      • Special Effect - Create a special effect at (Position of (Reviving Hero)) using Abilities\Spells\Other\Awaken\Awaken.mdl
      • Hero - Instantly revive (Dying unit) at (Center of Region 001 <gen>), Hide revival graphics
      • Special Effect - Destroy (Last created special effect)


The problem is it ONLY works for red, I duplicated it for team two and anytime anyother player's hero dies it crashes. Someone care to point out whats making that happen or a simpler way to do this? Also, its not creating the revival effect for some reason. May as well nevermind, I've decided to try and make a different revive trigger. Still if someone can fix that one it would be awesome.
 
i been away from editing maps for a while now, so i kinda lost the touch, but the wait action line in your trigger is screwing everything up... wait is not multi unit...
say player 1's hero dies, the timer starts... after 5 seconds, player 2's hero dies, the timer will start again, i believe, which will screw up player 1's hero revival... or it might screw up player 2's revival...

Trigger:
  • Untitled Trigger 006
    • Events
      • Unit - A unit owned by Player 4 (Purple) Dies
      • Unit - A unit owned by Player 5 (Yellow) Dies
      • Unit - A unit owned by Player 3 (Teal) Dies
      • Unit - A unit owned by Player 2 (Blue) Dies
      • Unit - A unit owned by Player 1 (Red) Dies
    • Conditions
      • ((Dying unit) is A Hero) Equal to True
    • Actions
      • Set (dying_unit)[player number of (dying unit) = Dying Unit
      • Countdown Timer - Show (Last created timer window) for (Owner of (dying_unit))
      • Countdown Timer - Create a timer window for (Expiring timer) with title Will revive in:
      • Countdown Timer - Start (Expiring timer) as a One-shot timer that will expire in 10.00 seconds



Trigger:
  • NewTrigger
    • Event
      • Expiring timer expires
    • Condition
    • Action
      • Countdown Timer - Destroy (Last created timer window)
      • set revive = (Center of Region 001 <gen>)
      • Special Effect - Create a special effect at revive using Abilities\Spells\Other\Awaken\Awaken.mdl
      • Hero - Instantly revive (dying_unit) at revive, Hide revival graphics
      • RemoveLocation (udg_revive)
      • Special Effect - Destroy (Last created special effect)


something like this should work...

make a new trigger that has event,
expiring timer expires
condition...
action...
# Countdown Timer - Destroy (Last created timer window)
# Special Effect - Create a special effect at (Position of (Reviving Hero)) using Abilities\Spells\Other\Awaken\Awaken.mdl
# Hero - Instantly revive (Dying unit) at (Center of Region 001 <gen>), Hide revival graphics
# Special Effect - Destroy (Last created special effect)

try not to use waits, they are ugly..


verification needed!!!!
 
You can't use (Dying Unit) after a wait, it disappears. You can, however, use (Triggering Unit), it functions as a local variable.

In Hero revive triggers, it's fine to use waits, just as long as you use (Triggering Unit).

Find all instances of (Dying Unit) in your triggers and replace them with (Triggering Unit).
 
Ah much thanks to both of you. With this trigger fixed I can continue on the rest of the map. +Rep all around. After I can give it again.
 
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