Stop heroes Dissapearing!!

Synthetics

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How do I Stop Heroes From Dissapearing when they die
I tried create corpse of dying unit at pos of dying unit etc but it dont work.

Basically i want the hero to be revive via using paladin ressurect ability

Thanks for your time

Synth
 
I'd just create another hero of the dying heroes type and make it play its death animation right when the original hero starts to die that way it will be paused at that position. Of course you would have to mess around with all of it and maybe change the Paladin's ability that revives the heroes around too. You would have to use triggers to make the ability to work otherwise it won't cause it is alive If you can't find an easier way that's an option.
 
I dont think heroes can be ressurection through ressurection. You can go to the object editor and do "Does not decay, Does raise" or something like that
 
set all the hero's to a unit variable with an array, make a unit where the hero died, then kill it, and store it to a variable parallel to the hero's and then do like if this unit si resurected, remove it and revive this hero here
 
Hey guys i manage to work out a way after amny hours seaching the forum i did pretty much what armed citizen did except revived instantly paused that unit and make it invulrable then triggered storm bolt to give unit back max health and unpause it i've put the code down incase anyone searching the forums wants needs help with it.

Dying
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Hero - Instantly revive (Dying unit) at (Position of (Dying unit)), Hide revival graphics
Animation - Queue (Dying unit)'s death animation
Animation - Play (Dying unit)'s death animation
Wait 2.00 seconds
Unit - Pause (Dying unit)
Unit - Make (Dying unit) Invulnerable
Animation - Change (Dying unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 70.00% transparency
Unit - Add Death to (Dying unit)
Selection - Remove (Dying unit) from selection for (Owner of (Dying unit))
Unit - Set life of (Dying unit) to 1.00


Reviving

Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Defibrulator
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) has buff Death ) Equal to True
Then - Actions
Unit - Set life of (Target unit of ability being cast) to 100.00%
Unit - Unpause (Target unit of ability being cast)
Unit - Remove Invulnerable (Neutral) from (Target unit of ability being cast)
Unit - Remove Death from (Target unit of ability being cast)
Animation - Change (Target unit of ability being cast)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Else - Actions
Do nothing


Thanks for your help tho guys
 
Dosn' t here help a field from Object Editor "Combat - Death Type" ? For heroes change it to "Can raise, does decay", does it work ?

No. Heroes are heroes, units (that aren't heroes) are units.

More harder than we may think.


The best way is triggering, by creating a hero corpse and pausing it, while it is able to be targeted. (read 2 posts before)

Also, you may pause it's animation (set animation speed to 0%).
 
Hi, I've read your post Synthetics, I have a problem with the code, you seem to use a (or many) Variables in the tigger if I'm correct. I'm trying to make a variable to my testmap but I have no idea about what variable type and stuff I should have.

Right now the most logical to me is the variable "Death" to be a Buff or a Ability, I've read the "Learning Variable Basics" but I can't find what type the Death buff should be as.

Please, could *anyone* clear this thing up for me?

Code:
Dying
Unit - Add Death  to (Dying unit)

Reviving
((Target unit of ability being cast) has buff Death ) Equal to True

Unit - Remove Death  from (Target unit of ability being cast)
 
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