very strange revive bug

casper

New Member
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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
 

X-maul

AKA: Demtrod
Reaction score
201
just create a trigger which create timer and waits the time you want, and then revives the triggering unit (trigering unit is MUI)
 

X-maul

AKA: Demtrod
Reaction score
201
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
 

casper

New Member
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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
 

X-maul

AKA: Demtrod
Reaction score
201
you need to use triggering unit - dying unit does not work with waits..
 

casper

New Member
Reaction score
0
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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