Hero Revive Trigger Doesn't Work!

AlicanC

New Member
Reaction score
2
Here is my trigger:
Code:
Revive Hero
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) is A Hero) Equal to True
    Actions
        Set Last_Unit = (Dying unit)
        Set Last_Player = (Owner of Last_Unit)
        Set Hero_Alive[(Player number of Last_Player)] = False
        -------- Play Sound --------
        Sound - Play HeroDeath <gen>
        -------- Display Message --------
        Game - Display to (Player group(Last_Player)) for 10.00 seconds the text: |c00ff0000Y|r|c00ff...
        -------- Wait --------
        Wait 10.00 seconds
        -------- Pan to start location --------
        Camera - Pan camera for Last_Player to (Last_Player start location) over 0.00 seconds
        -------- Revive hero --------
        Hero - Instantly revive Last_Unit at (Last_Player start location), Show revival graphics
        Set Hero_Alive[(Player number of Last_Player)] = True
        -------- Select hero --------
        Selection - Select Last_Unit for Last_Player
Here is my problems:
-Sound is not played
-Camera is not panned
-Hero revied at Player Green's start location
-Hero is not selected after revive


Will this effect my trigger:
-"Revive Hero" sets "Last_Player" to "Owner of Last_Unit"
-While "Revive Hero" is waiting, another trigger sets "Last_Player" to "Player Green"
-"Revive Hero" revives the hero at "Start location of Player Green"
????
 

ManyTimes

I'm so lonesome I could cry...
Reaction score
293
Why use those variables there? I dont see the point...:eek:

Change all "dying unit" to "triggering unit"
And change all "last_player" to > TRiggering Player OR (Owner of (Triggering unit).... :banghead:
And i would remove the first to variables "Set Lastunit= dying" and "set lastplayer= owner of LastUnit", remove that.. and just use triggering unit and tringgering player
Cheerio
 

ManyTimes

I'm so lonesome I could cry...
Reaction score
293
Well, those variables there, are not local! (correct me IF im wrong)
Means, if a unit dies
Set Last_Unit= Triggering/Dying unit
then it waits..

and if some else hero dies, within the wait duration, the last unit will be overwritten... So, i would removed them! And, hey, "a lot faster", if the map has lag issues etc, yes, variables =solves... :banghead:
Cheerio
 

AlicanC

New Member
Reaction score
2
This wored:
Code:
Revive Heroes
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) is A Hero) Equal to True
    Actions
        Set Last_Player = (Owner of (Dying unit))
        Set Last_Unit = Hero[(Player number of Last_Player)]
        Set Hero_Alive[(Player number of Last_Player)] = False
        -------- Play Sound --------
        Sound - Play HeroDeath <gen>
        -------- Display Message --------
        Game - Display to (Player group(Last_Player)) for 10.00 seconds the text: |c00ff0000Y|r|c00ff...
        -------- Wait --------
        Wait 10.00 seconds
        -------- Re-set variables --------
        Set Last_Player = (Owner of (Dying unit))
        Set Last_Unit = Hero[(Player number of Last_Player)]
        -------- Pan to start location --------
        Camera - Pan camera for Last_Player to (Last_Player start location) over 0.00 seconds
        -------- Revive hero --------
        Hero - Instantly revive Last_Unit at (Last_Player start location), Show revival graphics
        Set Hero_Alive[(Player number of Last_Player)] = True
        -------- Select hero --------
        Selection - Select Last_Unit for Last_Player
Sound still not played :(
 
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