Revival

LurkerAspect

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Here: When the hero dies, you must create a timer for it.
Trigger:
  • Hero Dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Unit Group - Add (Dying unit) to Reviving_Heroes_unitgroup
      • Set temp_real = (10.00 + (2.00 x (Real((Hero level of (Dying unit))))))
      • Countdown Timer - Start Revive_Timer[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in temp_real seconds
      • Countdown Timer - Create a timer window for Revive_Timer[(Player number of (Owner of (Dying unit)))] with title Player_Names[(Player number of (Owner of (Dying unit)))]
      • Set Revive_Timer_Window_AR[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
      • Player Group - Pick every player in all_players_playergroup and do (Countdown Timer - Show Revive_Timer_Window_AR[(Player number of (Owner of (Dying unit)))] for Player 1 (Red))


When the specific hero timer is up, this trigger checks who is reviving, and what team they're on, then revives them either at team 1 or team 2's base.
Trigger:
  • Revive Hero Timer
    • Events
      • Time - Revive_Timer[1] expires
      • Time - Revive_Timer[2] expires
      • Time - Revive_Timer[3] expires
      • Time - Revive_Timer[4] expires
      • Time - Revive_Timer[5] expires
      • Time - Revive_Timer[6] expires
      • Time - Revive_Timer[7] expires
      • Time - Revive_Timer[8] expires
      • Time - Revive_Timer[9] expires
      • Time - Revive_Timer[10] expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Reviving_Heroes_unitgroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Integer((Remaining time for Revive_Timer[(Player number of (Owner of (Picked unit)))]))) Less than or equal to 1
              • ((Picked unit) is dead) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Owner of (Picked unit)) is an ally of Player 11 (Dark Green)) Equal to True
                • Then - Actions
                  • Set temp_point = (Center of Human Pedestal <gen>)
                  • Hero - Instantly revive (Picked unit) at temp_point, Show revival graphics
                  • Unit Group - Remove (Picked unit) from Reviving_Heroes_unitgroup
                  • Camera - Pan camera for (Owner of (Picked unit)) to temp_point over 2.00 seconds
                  • Player Group - Pick every player in all_players_playergroup and do (Countdown Timer - Hide Revive_Timer_Window_AR[(Player number of (Owner of (Picked unit)))] for (Picked player))
                  • Countdown Timer - Destroy Revive_Timer_Window_AR[(Player number of (Owner of (Picked unit)))]
                  • Point - Remove temp_point
                • Else - Actions
                  • Set temp_point = (Center of Orc Pedestal <gen>)
                  • Hero - Instantly revive (Picked unit) at temp_point, Show revival graphics
                  • Unit Group - Remove (Picked unit) from Reviving_Heroes_unitgroup
                  • Camera - Pan camera for (Owner of (Picked unit)) to temp_point over 2.00 seconds
                  • Player Group - Pick every player in all_players_playergroup and do (Countdown Timer - Hide Revive_Timer_Window_AR[(Player number of (Owner of (Picked unit)))] for (Picked player))
                  • Countdown Timer - Destroy Revive_Timer_Window_AR[(Player number of (Owner of (Picked unit)))]
                  • Point - Remove temp_point
            • Else - Actions
              • Do nothing


There are a lot of variables in these triggers, If anyone has a simpler trigger, please post it instead!

EDIT: This trigger is virtually leakless though. I say virtually because I know it's leakless, but haven't checked it in a long time.
 
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