Reviving Heros

SD_Ryoko

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So whats the deal so far with reviving heros, did we figure that out?

Reviving a hero, a certain ammount of time after death.

Last I checked, we had problems with 'triggering unit' no longer apply, keeping track of individual timers, etc.

Satara, did you do some work for Mr. Assaisin on this? Hows that work?

We also need to nail that tavern problem perfectly, so we can FAQ or Tutorial it.
 
gimme a bit and I'll paste my code from the other map I'm making (or was making till I struck gold with desyncs).
 
Well, I just fixed his timer windows for him... if thats what you mean.
I used local variables to destroy the right windows, instead of destroy last created timer window.
 
sorry, just to clarify:

do you want to instantly revive the hero somewhere after x seconds?

or

do you want to revive the hero at the hero altar (or equivalent building)?
 
assuming its option (1), my system will only work if you have 1 hero per player.
Code:
Actions
    Set dead_hero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
    Set dead_hero_timer[(Player number of (Owner of (Dying unit)))] = (Last started timer)
    Countdown Timer - Start dead_hero_timer[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will 
    expire in ((30.00 x (Real((Hero level of dead_hero[(Player number of (Owner of (Dying unit)))])))) x 0.50) seconds
    Wait ((30.00 x (Real((Hero level of dead_hero[(Player number of (Owner of (Dying unit)))])))) x 0.50) seconds
    -------- - --------
    For each (Integer A) from 1 to numPlayers, do (If ((Remaining time for dead_hero_timer[(Integer A)]) 
    Less than or equal to 1.00) then do (Hero - Instantly revive dead_hero[(Integer A)] at 
    ((Owner of dead_hero[(Integer A)]) start location), Show revival graphics) else do (Do nothing))
 
This is the one I did for the DARK person... I think this one works, but its set to always revive the heroes in 30 sec. (easy to change though)


Respawn
Events
Unit - A unit owned by Player 1 (Red) Dies
Unit - A unit owned by Player 2 (Blue) Dies
Unit - A unit owned by Player 3 (Teal) Dies
Unit - A unit owned by Player 4 (Purple) Dies
Unit - A unit owned by Player 5 (Yellow) Dies
Unit - A unit owned by Player 6 (Orange) Dies
Unit - A unit owned by Player 7 (Green) Dies
Unit - A unit owned by Player 8 (Pink) Dies
Unit - A unit owned by Player 8 (Pink) Dies
Unit - A unit owned by Player 9 (Gray) Dies
Unit - A unit owned by Player 10 (Light Blue) Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Custom script: local timerdialog hero
Quest - Display to (All players) the Quest Update message: your hero will be r...
Countdown Timer - Start (Create a periodic One-shot timer lasting 30.00) as a One-shot timer that will expire in 30.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title |c000000FFHero revi...
Custom script: set hero = GetLastCreatedTimerDialogBJ()
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Respawn <gen>), Show revival graphics
Camera - Pan camera for (Triggering player) to (Center of Respawn <gen>) over 0.00 seconds
Custom script: call DestroyTimerDialog(hero)
 
OK, maybe I am thinking into it way to much.

Dargs example, you are going to revive every hero on the board, when it parses the timers and they are all 0. So, does anything happen if you call a revive for a living hero?

Sataras example, what if someone dies after someone else? Are Triggering unit and Triggering player still good, or do they get overwritten? Any variable you use in a trigger that fires often is going to get wacked each time...

Hummm... I smell burning toast
 
No its ok... triggering unit is a local variable, so it wont overwrite it self
 
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