very strange revive bug

casper

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Ey people,
I'm making a dota-like map, but I made another revive system, the problem is: it only works if you play alone.
This are the revive triggers:
Trigger:
  • set timer
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is A Hero) Equal to True
    • Actions
      • Unit Group - Add (Dying unit) to dead_heroes
      • Countdown Timer - Start revive_timer[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in (((Real((Hero level of (Dying unit)))) x 2.00) + 5.00) seconds
      • Countdown Timer - Create a timer window for (Last started timer) with title |cffffcc00Revive:
      • Countdown Timer - Show (Last created timer window) for (Owner of (Dying unit))
      • Set timer_window[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
and
Trigger:
  • timer expires
    • 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[7] expires
      • Time - revive_timer[8] expires
      • Time - revive_timer[9] expires
      • Time - revive_timer[10] expires
      • Time - revive_timer[11] expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in dead_heroes and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Remaining time for revive_timer[(Player number of (Owner of (Picked unit)))]) Less than 1.00
            • Then - Actions
              • Hero - Instantly revive (Picked unit) at ((Owner of (Picked unit)) start location), Show revival graphics
              • Camera - Pan camera for (Owner of (Picked unit)) to ((Owner of (Picked unit)) start location) over 2.00 seconds
              • Countdown Timer - Destroy timer_window[(Player number of (Owner of (Picked unit)))]
              • Unit Group - Remove (Picked unit) from dead_heroes
            • Else - Actions

Thanks, Casper
 
just create a trigger which create timer and waits the time you want, and then revives the triggering unit (trigering unit is MUI)
 
yes, but you should just do it in one trigger... like this...
Code:
Revival
    Events
        Unit - A unit Dies
    Conditions
        ((Triggering unit) is A Hero) Equal to True
    Actions
        Countdown Timer - Start ReviveTimer[(Player number of (Owner of (Triggering unit)))] as a One-shot timer that will expire in 30.00 seconds
        Wait 30.00 seconds
        Set TempPoint = (Center of Hero Reg <gen>)
        Hero - Instantly revive (Triggering unit) at TempPoint, Show revival graphics
        Custom script:   call RemoveLocation(udg_TempPoint)
add all the extra things, such as special effects and text yourself :p
 
Wait... this does only work correctly for red, for the other players the hero revivesimmediately.
I know now that it's a problem with the player numbers, does anyone know whats the problem?
Trigger:
  • revive compact
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is A Hero) Equal to True
    • Actions
      • Countdown Timer - Start revive_timer[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in (((Real((Hero level of (Dying unit)))) x 2.00) + 5.00) seconds
      • Set waittime[(Player number of (Owner of (Dying unit)))] = (Integer((Remaining time for revive_timer[(Player number of (Owner of (Dying unit)))])))
      • Countdown Timer - Create a timer window for (Last started timer) with title |cffffcc00Revive:
      • Set timer_window[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
      • Countdown Timer - Show (Last created timer window) for (Owner of (Dying unit))
      • Wait (Real(waittime[(Player number of (Owner of (Dying unit)))])) 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 2.00 seconds
      • Countdown Timer - Destroy timer_window[(Player number of (Owner of (Dying unit)))]

Thanks, Casper
 
you need to use triggering unit - dying unit does not work with waits..
 
Thank you for the reply, but it does exactly the same, it still works for red, but for the other players does the hero revive immediately...
 
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