Hero Respawn Trigger Help

MasterRofl

New Member
Reaction score
8
What makes this work
JASS:
scope RespawnHero

private function Callback takes nothing returns nothing
    if ( TimerGetRemaining(udg_Map_Revive_Timers[(GetPlayerId(GetOwningPlayer(GetEnumUnit())))]) < 1.00 ) then
        call ReviveHeroLoc( GetEnumUnit(), GetRectCenter(gg_rct_Hero_Spawn), true )
    endif
endfunction

private function Actions takes nothing returns nothing
    call ForGroup( udg_Map_Revivable_Heroes, function Callback )
endfunction

function InitTrig_SPAWNNN_Copy takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[1] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[2] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[3] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[4] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[6] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[7] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[8] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[9] )
    call TriggerAddAction( t, function Actions )
endfunction

endscope


but not this?
JASS:
scope RespawnHero initializer Init

private function Callback takes nothing returns nothing
    if ( TimerGetRemaining(udg_Map_Revive_Timers[(GetPlayerId(GetOwningPlayer(GetEnumUnit())))]) < 1.00 ) then
        call ReviveHeroLoc( GetEnumUnit(), GetRectCenter(gg_rct_Hero_Spawn), true )
    endif
endfunction

private function Actions takes nothing returns nothing
    call ForGroup( udg_Map_Revivable_Heroes, function Callback )
endfunction

private function Init takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[1] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[2] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[3] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[4] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[6] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[7] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[8] )
    call TriggerRegisterTimerExpireEventBJ( t, udg_Map_Revive_Timers[9] )
    call TriggerAddAction( t, function Actions )
endfunction

endscope


I've been having some trouble with this for a while.. can't figure out the problem. Thanks.

Also, ignore the leaks, etc.
 

Weegee

Go Weegee!
Reaction score
102
JASS:
scope RespawnHero// initializer Init

compared to

JASS:
scope RespawnHero initializer Init


its missing the comment. Instead you made the comment apart of the thing
 

MasterRofl

New Member
Reaction score
8
I don't have a private init function in the first one, that is why I commented it out.

It's weird, cause the 2nd one is exactly what this trigger does:
Trigger:
  • SPAWN
    • Events
      • Time - Map_Revive_Timers[1] expires
      • Time - Map_Revive_Timers[2] expires
      • Time - Map_Revive_Timers[3] expires
      • Time - Map_Revive_Timers[4] expires
      • Time - Map_Revive_Timers[6] expires
      • Time - Map_Revive_Timers[7] expires
      • Time - Map_Revive_Timers[8] expires
      • Time - Map_Revive_Timers[9] expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Map_Revivable_Heroes and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Remaining time for Map_Revive_Timers[((Player number of (Owner of (Picked unit))) - 1)]) Less than 1.00
            • Then - Actions
              • Hero - Instantly revive (Picked unit) at (Center of Hero Spawn <gen>), Show revival graphics
            • Else - Actions
 
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