I guess it's MUI
Problem of overlapping, if a hero dies after the original hero dies he gets spawned on the first timer, and the first hero that died gets stuck in limbo
Problem of overlapping, if a hero dies after the original hero dies he gets spawned on the first timer, and the first hero that died gets stuck in limbo
Trigger:
- Hero Revival
- Events
- Unit - A unit Dies
- Conditions
- ((Triggering unit) is A Hero) Equal to True
- Actions
- Set unit_respawn = (Triggering unit)
- Countdown Timer - Start timer_respawn[(Player number of (Owner of (Triggering unit)))] as a One-shot timer that will expire in 10.00 seconds
- Countdown Timer - Create a timer window for timer_respawn[(Player number of (Owner of (Triggering unit)))] with title ((string_playercolors[(Player number of (Owner of (Triggering unit)))] + (Name of (Triggering player))) + ||cFFFFCC00 will respawn in :|r)
- Set timerwindow_respawn = (Last created timer window)
- Trigger - Add to Hero Revival1 <gen> the event (Time - timer_respawn[(Player number of (Owner of (Triggering unit)))] expires)
- Events
Trigger:
- Hero Revival1
- Events
- Conditions
- Actions
- Set point_revive = (Center of FirstTownTP <gen>)
- Countdown Timer - Destroy timerwindow_respawn
- Hero - Instantly revive unit_respawn at point_revive, Show revival graphics
- Player - Set (Owner of unit_respawn) Current gold to (Integer((0.80 x (Real(((Owner of unit_respawn) Current gold))))))
- Custom script: call RemoveLocation (udg_point_revive)