Hero doesn't revive

Stryke

New Member
Reaction score
6
Trigger:
  • kotgDefeat
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Triggering unit) Equal to Keeper of the Grove 0024 <gen>
    • Actions
      • Set GameON = False
      • Set TempUnitGroup = (Units in (Playable map area) matching ((((Owner of (Matching unit)) controller) Equal to User) and ((((Owner of (Matching unit)) slot status) Equal to Is playing) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) is A Hero) Equal to True)
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Center of Waiting Room Spawn <gen>)
          • Unit - Move (Picked unit) instantly to TempPoint
          • Unit - Set life of (Picked unit) to 100.00%
          • Unit - Set mana of (Picked unit) to 100.00%
          • Unit - Reset ability cooldowns for (Picked unit)
          • Hero - Set (Picked unit) Hero-level to ((Hero level of (Picked unit)) + 1), Show level-up graphics
          • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyGroup(udg_TempUnitGroup)
      • Set TempUnitGroup = (Units in (Playable map area) matching ((((Owner of (Matching unit)) controller) Equal to User) and ((((Owner of (Matching unit)) slot status) Equal to Is playing) and ((((Matching unit) is dead) Equal to True) and (((Matching unit) is A Hero) Equal to True))
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Center of Waiting Room Spawn <gen>)
          • Hero - Instantly revive (Picked unit) at TempPoint, Show revival graphics
          • Unit - Set life of (Picked unit) to 100.00%
          • Unit - Set mana of (Picked unit) to 100.00%
          • Unit - Reset ability cooldowns for (Picked unit)
          • Hero - Set (Picked unit) Hero-level to ((Hero level of (Picked unit)) + 1), Show level-up graphics
          • Unit - Move (Picked unit) instantly to TempPoint
          • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyGroup(udg_TempUnitGroup)
      • Countdown Timer - Start TimerWarden as a One-shot timer that will expire in 60.00 seconds
      • Countdown Timer - Create a timer window for TimerWarden with title Starting in:
      • Countdown Timer - Show (Last created timer window)
      • Set TempPlayerGroup = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)))
      • Player Group - Pick every player in TempPlayerGroup and do (Actions)
        • Loop - Actions
          • Player - Add 50 to (Picked player) Current gold
          • Camera - Pan camera for (Picked player) to (Center of Waiting Room <gen>) over 0.00 seconds
          • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Level 02 <gen>
      • Custom script: call DestroyForce(udg_TempPlayerGroup)
      • Trigger - Turn off kotgAutoTarget <gen>
      • Trigger - Turn off kotgBasicAttacks <gen>
      • Trigger - Turn off kotgDamage <gen>
      • Trigger - Turn off kotgEarthquake1 <gen>
      • Trigger - Turn off kotgEarthquake2 <gen>
      • Trigger - Turn off kotgSpecial <gen>
      • Trigger - Turn off kotgDefeat <gen>

Can someone look in my code and see what's wrong?
Dead heroes don't revive, but everything else works correctly.
 

igor1222

New Member
Reaction score
2
I have a theory that its this line:
Trigger:
  • Set TempUnitGroup = (Units in (Playable map area) matching ((((Owner of (Matching unit)) controller) Equal to User) and ((((Owner of (Matching unit)) slot status) Equal to Is playing) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) is A Hero) Equal to True)


You tell the line (Matching unit) is dead) Equal to False)
I think it have to be "Equal to True", since else the target wont trigger it.
 

Stryke

New Member
Reaction score
6
I have two of those. One that affects units that are already alive, and one that affects units that are dead.
 

Stryke

New Member
Reaction score
6
And I'm saying it's not wrong because it triggered fine. All units were moved correctly, just dead heroes weren't revived.
 

PoZoR

New Member
Reaction score
5
your event is wrong in the fact that it causes the units to not be revived. with your event, you can still move the units around and such, but a unit does not actually become revivable the moment they die, it's a few seconds afterwards. therefore when the actions run with that event, everything will work except for the revival, since they cannot be revived the moment they died. you should move the units when they become revivable. there is an event made specifically for reviving, Unit - unit becomes revivable.

everything in your trigger will run except for the impossible actions. so your units will move, they jsut wont revive. like i said, the event is wrong.
 
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