Help needed with -Repick Command and Hero Revival

RodyisGod

New Member
Reaction score
5
Ok, so uhmm.... i hate too say this.. help! :p

Well so i have this -Repick Command.
It should -Repick the main hero of the player.
By Removing the old one from the game and spawn another 'child with dreams'at region. Also it must say the text that already said in this trigger.
I cant get it working great, i can make it destroy, the hero, give a child too the player, and only the text, but not all together. =[

Trigger:
  • The Repick Command
    • Events
      • Player - Player 1 (Red) types a chat message containing -Repick as An exact match
      • Player - Player 2 (Blue) types a chat message containing -Repick as An exact match
      • Player - Player 3 (Teal) types a chat message containing -Repick as An exact match
      • Player - Player 4 (Purple) types a chat message containing -Repick as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -Repick as An exact match
      • Player - Player 6 (Orange) types a chat message containing -Repick as An exact match
      • Player - Player 7 (Green) types a chat message containing -Repick as An exact match
      • Player - Player 8 (Pink) types a chat message containing -Repick as An exact match
    • Conditions
    • Actions
      • Set Temp_Group = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Unit - Create 1 A Child with Dreams for (Owner of (Triggering unit)) at (Center of Child With Dreams Location <gen>) facing Default building facing degrees
          • Unit - Remove (Triggering unit) from the game
          • Game - Display to Player Group - Player 1 (Red) for 5.00 seconds the text: You have Repicked, ...
          • Game - Display to Player Group - Player 2 (Blue) for 5.00 seconds the text: You have Repicked, ...
          • Game - Display to Player Group - Player 3 (Teal) for 5.00 seconds the text: You have Repicked, ...
          • Game - Display to Player Group - Player 4 (Purple) for 5.00 seconds the text: You have Repicked, ...
          • Game - Display to Player Group - Player 5 (Yellow) for 5.00 seconds the text: You have Repicked, ...
          • Game - Display to Player Group - Player 6 (Orange) for 5.00 seconds the text: You have Repicked, ...
          • Game - Display to Player Group - Player 7 (Green) for 5.00 seconds the text: You have Repicked, ...
          • Game - Display to Player Group - Player 8 (Pink) for 5.00 seconds the text: You have Repicked, ...
      • Custom script: call DestroyGroup(udg_Temp_Group)


And this is my second problem, hero revival:
this is trigger is total incorrectly.
It should do: If a unit that is one of these heroes die,it will show a text
((name of(triggering player)) has been raped by (Name of monster)
How too let it detect which monster killed you?
Then respawn after 20 seconds, at that region.
But i want it that the level x 25 is the amount of money you have too pay.
Can't get it working also.
Trigger:
  • Events
    • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to |cffff0000Defender|r
      • (Unit-type of (Dying unit)) Equal to |cffff0000Swordsman|r
      • (Unit-type of (Dying unit)) Equal to |cff0000FFElementalist|r
      • (Unit-type of (Dying unit)) Equal to |cff0000FFPriestess|r
      • (Unit-type of (Dying unit)) Equal to |cff0000FFShade|r
      • (Unit-type of (Dying unit)) Equal to |cff32cd32Archer|r
    • Actions
      • Game - Display to (All players) for 3.00 seconds the text: ((Name of (Triggering player)) + has been Raped)
      • Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: You have died. You ...
      • Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: You have died. You ...
      • Game - Display to Player Group - Player 3 (Teal) for 3.00 seconds the text: You have died. You ...
      • Game - Display to Player Group - Player 4 (Purple) for 3.00 seconds the text: You have died. You ...
      • Game - Display to Player Group - Player 5 (Yellow) for 3.00 seconds the text: You have died. You ...
      • Game - Display to Player Group - Player 6 (Orange) for 3.00 seconds the text: You have died. You ...
      • Game - Display to Player Group - Player 7 (Green) for 3.00 seconds the text: You have died. You ...
      • Game - Display to Player Group - Player 8 (Pink) for 3.00 seconds the text: You have died. You ...
      • Wait 20.00 seconds
      • Hero - Instantly revive (Revivable Hero) at (Center of Southern Survivalist Camp <gen>), Hide revival graphics


This would be greatly apperciated =]
Thank you very much..=[

EDIT:

When i use this trigger: My game freezes, why the fk.
Maybie because i have alot of text, cause its the story? i dont know.

Trigger:
  • The Story Command
    • Events
      • Player - Player 1 (Red) types a chat message containing -Story as An exact match
      • Player - Player 2 (Blue) types a chat message containing -Story as An exact match
      • Player - Player 3 (Teal) types a chat message containing -Story as An exact match
      • Player - Player 4 (Purple) types a chat message containing -Story as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -Story as An exact match
      • Player - Player 6 (Orange) types a chat message containing -Story as An exact match
      • Player - Player 7 (Green) types a chat message containing -Story as An exact match
      • Player - Player 8 (Pink) types a chat message containing -Story as An exact match
    • Conditions
    • Actions
      • Wait 2.00 seconds
      • Game - Display to Player Group - Player 1 (Red) for 30.00 seconds the text: In the World of Izr...
      • Game - Display to Player Group - Player 2 (Blue) for 30.00 seconds the text: In the World of Izr...
      • Game - Display to Player Group - Player 3 (Teal) for 30.00 seconds the text: In the World of Izr...
      • Game - Display to Player Group - Player 4 (Purple) for 30.00 seconds the text: In the World of Izr...
      • Game - Display to Player Group - Player 5 (Yellow) for 30.00 seconds the text: In the World of Izr...
      • Game - Display to Player Group - Player 6 (Orange) for 30.00 seconds the text: In the World of Izr...
      • Game - Display to Player Group - Player 7 (Green) for 30.00 seconds the text: In the World of Izr...
      • Game - Display to Player Group - Player 8 (Pink) for 30.00 seconds the text: In the World of Izr...
 

Jayykob

New Member
Reaction score
1
Try this:

Trigger:
  • Repick All Heroes
    • Events
      • Player - Player 2 (Blue) types a chat message containing -repick as An exact match
      • Player - Player 3 (Teal) types a chat message containing -repick as An exact match
      • Player - Player 4 (Purple) types a chat message containing -repick as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -repick as An exact match
      • Player - Player 6 (Orange) types a chat message containing -repick as An exact match
      • Player - Player 8 (Pink) types a chat message containing -repick as An exact match
      • Player - Player 9 (Gray) types a chat message containing -repick as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -repick as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -repick as An exact match
      • Player - Player 12 (Brown) types a chat message containing -repick as An exact match
    • Conditions
      • GameMode Equal to MODE_AllRandom_AllPick
      • Player_Already_Picked[(Player number of (Triggering player))] Equal to 1
    • Actions
      • Quest - Display to (All enemies of (Triggering player)) the Hint message: A player has repick...
      • Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
        • Loop - Actions
          • Set RandomTotal_All = (RandomTotal_All + 1)
          • Set RandomData_All[RandomTotal_All] = (Load (String((Unit-type of (Picked unit)))) of All from (Last created game cache))
          • Player Group - Pick every player in Players and do (Actions)
            • Loop - Actions
              • Player - Make (Unit-type of (Picked unit)) Available for training/construction by (Picked player)
          • Unit - Remove (Picked unit) from the game
      • Set Player_Already_Picked[(Player number of (Triggering player))] = (Player_Already_Picked[(Player number of (Triggering player))] + 1)
      • Player - Add Repick_Cost_Ammount to (Triggering player) Current gold
      • If (RandomTotal_All Greater than 1) then do (Set Random_Hero = (Random integer number between 1 and (RandomTotal_All - 1))) else do (Set Random_Hero = 1)
      • Unit - Create 1 Heroes_All[RandomData_All[Random_Hero]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
      • Quest - Display to (All enemies of (Triggering player)) the Hint message: (A player has randomed + (Name of (Last created unit)))
      • Player Group - Pick every player in Players and do (Actions)
        • Loop - Actions
          • Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
      • Set RandomData_All[Random_Hero] = RandomData_All[RandomTotal_All]
      • Set RandomTotal_All = (RandomTotal_All - 1)


Trigger:
  • Revive Hero
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is A Hero) Equal to True
    • Actions
      • Unit Group - Add (Dying unit) to RevivableHeroes
      • Set TempReal = (((Real((Hero level of (Dying unit)))) x Hero_Revive_Time_Factor) + 5.00)
      • If (UberMode_On Equal to True) then do (Set TempReal = (TempReal x 0.50)) else do (Do nothing)
      • Countdown Timer - Start ReviveTimers[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in TempReal seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Multiboard_ShowDeaths Equal to False
        • Then - Actions
          • Countdown Timer - Create a timer window for (Last started timer) with title (Name of (Owner of (Dying unit)))
          • Countdown Timer - Show (Last created timer window) for (Owner of (Dying unit))
          • Set RevivableTimersWindows[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
        • Else - Actions


Trigger:
  • Revive Hero Timer
    • Events
      • Time - ReviveTimers[2] expires
      • Time - ReviveTimers[3] expires
      • Time - ReviveTimers[4] expires
      • Time - ReviveTimers[5] expires
      • Time - ReviveTimers[6] expires
      • Time - ReviveTimers[8] expires
      • Time - ReviveTimers[9] expires
      • Time - ReviveTimers[10] expires
      • Time - ReviveTimers[11] expires
      • Time - ReviveTimers[12] expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in RevivableHeroes and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Remaining time for ReviveTimers[(Player number of (Owner of (Picked unit)))]) Less than 1.00
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Owner of (Picked unit)) is in PlayersSentinel) Equal to True
                • Then - Actions
                  • Hero - Instantly revive (Picked unit) at (Center of Hero Creation Sentinel <gen>), Show revival graphics
                • Else - Actions
                  • Hero - Instantly revive (Picked unit) at (Center of Hero Creation Scourge <gen>), Show revival graphics
            • Else - Actions


Trigger:
  • Revive Hero Tavern
    • Events
      • Unit - A unit Finishes reviving
    • Conditions
      • ((Reviving Hero) is in RevivableHeroes) Equal to True
    • Actions
      • Unit Group - Remove (Reviving Hero) from RevivableHeroes
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Multiboard_ShowDeaths Equal to True
        • Then - Actions
          • Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Owner of (Reviving Hero)))] to
        • Else - Actions
          • Countdown Timer - Destroy RevivableTimersWindows[(Player number of (Owner of (Reviving Hero)))]
      • Camera - Pan camera for (Owner of (Reviving Hero)) to (Position of (Reviving Hero)) over 0.60 seconds
      • Selection - Select (Reviving Hero) for (Owner of (Reviving Hero))


Did this help?
 

RodyisGod

New Member
Reaction score
5
Try this:

Trigger:
  • Repick All Heroes
    • Events
      • Player - Player 2 (Blue) types a chat message containing -repick as An exact match
      • Player - Player 3 (Teal) types a chat message containing -repick as An exact match
      • Player - Player 4 (Purple) types a chat message containing -repick as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -repick as An exact match
      • Player - Player 6 (Orange) types a chat message containing -repick as An exact match
      • Player - Player 8 (Pink) types a chat message containing -repick as An exact match
      • Player - Player 9 (Gray) types a chat message containing -repick as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -repick as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -repick as An exact match
      • Player - Player 12 (Brown) types a chat message containing -repick as An exact match
    • Conditions
      • GameMode Equal to MODE_AllRandom_AllPick
      • Player_Already_Picked[(Player number of (Triggering player))] Equal to 1
    • Actions
      • Quest - Display to (All enemies of (Triggering player)) the Hint message: A player has repick...
      • Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
        • Loop - Actions
          • Set RandomTotal_All = (RandomTotal_All + 1)
          • Set RandomData_All[RandomTotal_All] = (Load (String((Unit-type of (Picked unit)))) of All from (Last created game cache))
          • Player Group - Pick every player in Players and do (Actions)
            • Loop - Actions
              • Player - Make (Unit-type of (Picked unit)) Available for training/construction by (Picked player)
          • Unit - Remove (Picked unit) from the game
      • Set Player_Already_Picked[(Player number of (Triggering player))] = (Player_Already_Picked[(Player number of (Triggering player))] + 1)
      • Player - Add Repick_Cost_Ammount to (Triggering player) Current gold
      • If (RandomTotal_All Greater than 1) then do (Set Random_Hero = (Random integer number between 1 and (RandomTotal_All - 1))) else do (Set Random_Hero = 1)
      • Unit - Create 1 Heroes_All[RandomData_All[Random_Hero]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
      • Quest - Display to (All enemies of (Triggering player)) the Hint message: (A player has randomed + (Name of (Last created unit)))
      • Player Group - Pick every player in Players and do (Actions)
        • Loop - Actions
          • Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
      • Set RandomData_All[Random_Hero] = RandomData_All[RandomTotal_All]
      • Set RandomTotal_All = (RandomTotal_All - 1)


Trigger:
  • Revive Hero
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is A Hero) Equal to True
    • Actions
      • Unit Group - Add (Dying unit) to RevivableHeroes
      • Set TempReal = (((Real((Hero level of (Dying unit)))) x Hero_Revive_Time_Factor) + 5.00)
      • If (UberMode_On Equal to True) then do (Set TempReal = (TempReal x 0.50)) else do (Do nothing)
      • Countdown Timer - Start ReviveTimers[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in TempReal seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Multiboard_ShowDeaths Equal to False
        • Then - Actions
          • Countdown Timer - Create a timer window for (Last started timer) with title (Name of (Owner of (Dying unit)))
          • Countdown Timer - Show (Last created timer window) for (Owner of (Dying unit))
          • Set RevivableTimersWindows[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
        • Else - Actions


Trigger:
  • Revive Hero Timer
    • Events
      • Time - ReviveTimers[2] expires
      • Time - ReviveTimers[3] expires
      • Time - ReviveTimers[4] expires
      • Time - ReviveTimers[5] expires
      • Time - ReviveTimers[6] expires
      • Time - ReviveTimers[8] expires
      • Time - ReviveTimers[9] expires
      • Time - ReviveTimers[10] expires
      • Time - ReviveTimers[11] expires
      • Time - ReviveTimers[12] expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in RevivableHeroes and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Remaining time for ReviveTimers[(Player number of (Owner of (Picked unit)))]) Less than 1.00
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Owner of (Picked unit)) is in PlayersSentinel) Equal to True
                • Then - Actions
                  • Hero - Instantly revive (Picked unit) at (Center of Hero Creation Sentinel <gen>), Show revival graphics
                • Else - Actions
                  • Hero - Instantly revive (Picked unit) at (Center of Hero Creation Scourge <gen>), Show revival graphics
            • Else - Actions


Trigger:
  • Revive Hero Tavern
    • Events
      • Unit - A unit Finishes reviving
    • Conditions
      • ((Reviving Hero) is in RevivableHeroes) Equal to True
    • Actions
      • Unit Group - Remove (Reviving Hero) from RevivableHeroes
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Multiboard_ShowDeaths Equal to True
        • Then - Actions
          • Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Owner of (Reviving Hero)))] to
        • Else - Actions
          • Countdown Timer - Destroy RevivableTimersWindows[(Player number of (Owner of (Reviving Hero)))]
      • Camera - Pan camera for (Owner of (Reviving Hero)) to (Position of (Reviving Hero)) over 0.60 seconds
      • Selection - Select (Reviving Hero) for (Owner of (Reviving Hero))


Did this help?

Well, why so hard at the repick thing, im trying 1 now, and its 5 x as small, but it works..ok thats weird. using ur revive tho :p

Edit: The, Revive contains level x Time?? WTF? i needed level x cash have to pay.
U copied/pasted this of somewhere right? cause it does not do what i said at all.
sorry, and multiboard? wat the..

Nevermind, my friends coming over too help me..
 
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