Reincarnation

emjlr3

Change can be a good thing
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try to make an item where you die, if you have the item it revives you, and when you revive it teles you back to your base, so I put 4 charges of item reincarnation on the item, and set the time to 1 second, that works fine

but for the trigger to send the unit back to town is nto worknig for I have no idea why

Code:
move to safe spot
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) has an item of type Reinc Armor) Equal to True
    Actions
        Set reinc = (Owner of (Dying unit))
        Wait 2.00 seconds
        Unit Group - Pick every unit in (Units in (Playable map area) owned by reinc) and do (Unit - Move (Picked unit) instantly to (reinc start location))
        Camera - Pan camera for reinc to (reinc start location) over 0.50 seconds


any ideas?
 
Nope... But complicated trigger for such a small thing wouldnt it be better if you try my trigger?

Code:
    Events
        Unit - A unit Dies
    Conditions
         ((Dying unit) has an item of type Reinc Armor) Equal to True
    Actions
        Wait 2.00 seconds
        Hero - Instantly revive (Dying unit) at (Center of (RespawnPlace)), Show revival graphics


oh and btw.. cool avatar :cool:
 
only prob is the armor only has 4 charges, so after the forth time it should not work anymore, but with urs it would, or else I could use that, is there a way to check in a trigger how many chargers are left on an item, yea i like my avatar too, its actually from this site also
 
awesome, the that would solve my problem, except now a think there is another, if i got the skill on the item to resurrect, but then i resurrect him with a trigger before and move him myself, how do i get rid of any of the charges now?
 
Uhm... what?

Well, there's an action, under "item", that says "Set charges remaining".
And, you want to set them to "(charges remaining) - 1".
 
Edit: ... 2 ... But since there is a special thing if you set charges to 0 this can stay...

Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        (Charges remaining in (Last created item)) Equal to 1
    Then - Actions
        Item - Remove (Last created item)
    Else - Actions
        Item - Set charges remaining in (Last created item) to ((Charges remaining in (Last created item)) - 1)
Just replace (Last created item) with the right thing
 
yes im sorry i didnt think about that.. new trigger would be :
Code:
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) has an item of type Reinc Armor) Equal to True
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Charges remaining in (Item being manipulated)) Less than or equal to 0
            Then - Actions
                Do nothing
            Else - Actions
                Wait 2.00 seconds
                Hero - Instantly revive (Dying unit) at (Center of (Playable map area)), Show revival graphics
                Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)

replace Do nothing if you want the armor to go away with another trigger
 
Does reincarnation respond to "starts the effect of an ability" events?

If so it'd be better to trigger it to warp when it starts the effect of an ability.

And keep in mind, that 2 second wait trigger will pause all other triggers from running while it waits. Very bad if someone goes to cast a triggered spell when you're reincarnating.
 
AddE said:
yes im sorry i didnt think about that.. new trigger would be :
Code:
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) has an item of type Reinc Armor) Equal to True
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Charges remaining in (Item being manipulated)) Less than or equal to 0
            Then - Actions
                Do nothing
            Else - Actions
                Wait 2.00 seconds
                Hero - Instantly revive (Dying unit) at (Center of (Playable map area)), Show revival graphics
                Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)

replace Do nothing if you want the armor to go away with another trigger



ty lots!!
 
Replace the
Code:
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
with the if/then/else i wrote before. Else you will stant there with items with infinite charges (Wich you can sell and get your money back)
 
Not pause, rather I mean that if you're running a lot of triggers, using waits will cause them to build up and lag.

One of the problems I experienced in my map was that triggered abilities were "lagging", as in, I'd go to cast a triggered spell, and 0-5 seconds later it would happen, lag determined by how much triggered activity was going on at the time. This behavior went away the moment I purged every wait trigger from the map. I think the reason for this is because wait actions force triggers to stay active in the queue (rather than letting them run and terminate in a quick manner), and I'm hypothesizing that you can only be running a finite amount of triggers, or that it can only reliably take x amount of active triggers before things begin to degrade.

Just to give you the kind of idea, though, of the trigger throughput on my map, a single item on my map often has more triggered abilities than something you'd see on a dota hero, so there are literally triggers flying in and out of the queue at a rapid pace.

From thereon in I stopped using wait triggers altogether, and it's why I don't have a laggy map, so I recommend that people not use them.
 
Sud: May be true, never done a big aos as yours so i dont know.

emjlr3: There is no (Item being manipulated) in a Unit Dies event so that trigger doesnt work.

Here is one (more complicated that you need, it also take care of only decrease the charges in the item with least charges. So you dont stand there with two 1 charges items ^^)

Variables:
Type - Name
Item - Item


Note: Claws of Attack +15 should be your revive item ^^
Code:
    Events
        Unit - A unit Dies
    Conditions
        ((Triggering unit) has an item of type Claws of Attack +15) Equal to True
    Actions
        Set Item = (Item carried by (Dying unit) of type Claws of Attack +15)
        For each (Integer A) from 1 to 6, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-type of (Item carried by (Dying unit) in slot (Integer A))) Equal to Claws of Attack +15
                        (Charges remaining in Item) Greater than (Charges remaining in (Item carried by (Dying unit) in slot (Integer A)))
                    Then - Actions
                        Set Item = (Item carried by (Dying unit) in slot (Integer A))
                    Else - Actions
                        -------- Here shouls somepeople put a Do Nothing, but since Do Nothing does something i dont have it --------

        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Charges remaining in Item) Equal to 1
            Then - Actions
                Item - Remove Item
            Else - Actions
                Item - Set charges remaining in Item to ((Charges remaining in Item) - 1)
        Set Item = No item
        Wait 2.00 seconds
        Hero - Instantly revive (Dying unit) at (Center of (Playable map area)), Hide revival graphics
 
phy so I should use urs and not AddE's?

i as wondering about that manipulated item trhing, and it leading to using more then jsut the item you want it to

btw very nice trigger writing there ;)
 
Sud said:
Not pause, rather I mean that if you're running a lot of triggers, using waits will cause them to build up and lag.

One of the problems I experienced in my map was that triggered abilities were "lagging", as in, I'd go to cast a triggered spell, and 0-5 seconds later it would happen, lag determined by how much triggered activity was going on at the time. This behavior went away the moment I purged every wait trigger from the map. I think the reason for this is because wait actions force triggers to stay active in the queue (rather than letting them run and terminate in a quick manner), and I'm hypothesizing that you can only be running a finite amount of triggers, or that it can only reliably take x amount of active triggers before things begin to degrade.

Just to give you the kind of idea, though, of the trigger throughput on my map, a single item on my map often has more triggered abilities than something you'd see on a dota hero, so there are literally triggers flying in and out of the queue at a rapid pace.

From thereon in I stopped using wait triggers altogether, and it's why I don't have a laggy map, so I recommend that people not use them.
I'm not quite sure why you're saying queue. I don't see triggers as a queue, exactly... but I'm with you 100% on Waits Are Evil. :)
 
Heptameron said:
I'm not quite sure why you're saying queue. I don't see triggers as a queue, exactly... but I'm with you 100% on Waits Are Evil. :)

Since there is functions for "Trigger is Queued", "Trigger Queue Is Empty" and "Add/Remove From Trigger Queue" i think you have to se them as queues ^^.

Note: Queue is one of the hardest words to spell, to much ueueueue for me

And at this level of map making it is very hard to remove waits without making the trigger worse. Timers is the only option to waits, and if you want to pass vaules without a gamecache+H2I you have to use globals.
 
phyrex1an said:
Sud: May be true, never done a big aos as yours so i dont know.

emjlr3: There is no (Item being manipulated) in a Unit Dies event so that trigger doesnt work.

Here is one (more complicated that you need, it also take care of only decrease the charges in the item with least charges. So you dont stand there with two 1 charges items ^^)

Variables:
Type - Name
Item - Item


Note: Claws of Attack +15 should be your revive item ^^
Code:
    Events
        Unit - A unit Dies
    Conditions
        ((Triggering unit) has an item of type Claws of Attack +15) Equal to True
    Actions
        Set Item = (Item carried by (Dying unit) of type Claws of Attack +15)
        For each (Integer A) from 1 to 6, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-type of (Item carried by (Dying unit) in slot (Integer A))) Equal to Claws of Attack +15
                        (Charges remaining in Item) Greater than (Charges remaining in (Item carried by (Dying unit) in slot (Integer A)))
                    Then - Actions
                        Set Item = (Item carried by (Dying unit) in slot (Integer A))
                    Else - Actions
                        -------- Here shouls somepeople put a Do Nothing, but since Do Nothing does something i dont have it --------

        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Charges remaining in Item) Equal to 1
            Then - Actions
                Item - Remove Item
            Else - Actions
                Item - Set charges remaining in Item to ((Charges remaining in Item) - 1)
        Set Item = No item
        Wait 2.00 seconds
        Hero - Instantly revive (Dying unit) at (Center of (Playable map area)), Hide revival graphics


wel I just tried but to no avail, the item itself reinc me until it was down to 0 charges, then once it got to 0 the trigger revived me after that, even thoguh there were no charges on it, all i chaged was this

Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        (Charges remaining in item) Equal to 0
    Then - Actions
        Do nothing
    Else - Actions
        Item - Set charges remaining in item to ((Charges remaining in item) - 1)


and there is one thign, you wrote that there are two varaibles, item and type, but i never see you use type, nor did I use it, anyone maybe its wrong or something, or maybe there is something I screwed up that I did not see

Code:
move to safe spot
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) has an item of type Reinc Armor) Equal to True
    Actions
        Set item = (Item carried by (Dying unit) of type Reinc Armor)
        For each (Integer A) from 1 to 6, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-type of (Item carried by (Dying unit) in slot (Integer A))) Equal to Reinc Armor
                        (Charges remaining in item) Greater than (Charges remaining in (Item carried by (Dying unit) in slot (Integer A)))
                    Then - Actions
                        Set item = (Item carried by (Dying unit) in slot (Integer A))
                    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Charges remaining in item) Equal to 0
            Then - Actions
                Do nothing
            Else - Actions
                Item - Set charges remaining in item to ((Charges remaining in item) - 1)
        Set item = No item
        Wait 0.50 seconds
        Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location), Show revival graphics
        Camera - Pan camera for (Owner of (Dying unit)) to ((Owner of (Dying unit)) start location) over 0.50 seconds
 
emjlr3 said:
Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        (Charges remaining in item) Equal to 0
    Then - Actions
        Do nothing
    Else - Actions
        Item - Set charges remaining in item to ((Charges remaining in item) - 1)

Well... Hope that helps. If you want the item to stay when it is out of charges there is another trigger, probebly compleatly different

Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
[B]        (Charges remaining in item) Equal to 1[/B]
    Then - Actions
[B]        Item - Remove item[/B]
    Else - Actions
        Item - Set charges remaining in item to ((Charges remaining in item) - 1)


And the Item and Type :( . I always thought that was a great way to show what variables i use and so but it seems that it isnt as understandable as i thougt.

Clarifiaction:
Code:
Variables: [I]// This is the variables [/I]
Type - Name[I] // The type of the variable - The name of the variable. This is only to show how the variables is 'showed'[/I]
Item - Item  [I]// A variable with name Item and type Item [/I]
That maybe isnt such a great way to show what variables to use?
 
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