Crusher
You can change this now in User CP.
- Reaction score
- 121
Okay i've discovered weird bug in my map . When hero revives , it revives on oponnent side . Im using this triggers:
(plyr 3 example)
(plyr 9 example)
plyr 3 and plyr 9 are enemies ( player 3 is an enemy of player9 and vice versa)
IM using this too
Then im using this ( to move heroes when you type ap because the heroes spawn at the tavern)
Perhaps the problem is that i use same variables for same actions?
(plyr 3 example)
Trigger:
- Revive Player 3
- Events
- Unit - A unit owned by Player 3 (Teal) Dies
- Conditions
- ((Dying unit) is A Hero) Equal to True
- Actions
- Set Revive_Region = (Center of revive sent <gen>)
- Set ReviveSeconds3 = ((Real((Level of (Dying unit)))) + 10.00)
- Countdown Timer - Create a timer window for ReviveTimerPlyr3 with title ((Name of Player 3 (Teal)) + Revive time<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />
- Set ReviveTimerWindowPlyr3 = (Last created timer window)
- Countdown Timer - Start ReviveTimerPlyr3 as a One-shot timer that will expire in ReviveSeconds3 seconds
- Countdown Timer - Show ReviveTimerWindowPlyr3
- Wait ReviveSeconds3 seconds
- Countdown Timer - Destroy ReviveTimerWindowPlyr3
- Hero - Instantly revive (Dying unit) at Revive_Region, Show revival graphics
- Selection - Select (Dying unit) for (Owner of (Dying unit))
- Camera - Pan camera for Player 3 (Teal) to Revive_Region over 0.00 seconds
- Custom script: call RemoveLocation(udg_Revive_Region)
- Events
(plyr 9 example)
Trigger:
- Revive Player 9
- Events
- Unit - A unit owned by Player 9 (Gray) Dies
- Conditions
- ((Dying unit) is A Hero) Equal to True
- Actions
- Set Revive_Region = (Center of revive scourge <gen>)
- Set ReviveSeconds7 = ((Real((Level of (Dying unit)))) + 10.00)
- Countdown Timer - Create a timer window for ReviveTimerPlyr7 with title ((Name of Player 9 (Gray)) + Revive time<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />
- Set ReviveTimerWindowPlyr7 = (Last created timer window)
- Countdown Timer - Start ReviveTimerPlyr7 as a One-shot timer that will expire in ReviveSeconds7 seconds
- Countdown Timer - Show ReviveTimerWindowPlyr7
- Wait ReviveSeconds7 seconds
- Countdown Timer - Destroy ReviveTimerWindowPlyr7
- Hero - Instantly revive (Dying unit) at Revive_Region, Show revival graphics
- Selection - Select (Dying unit) for (Owner of (Dying unit))
- Camera - Pan camera for Player 9 (Gray) to Revive_Region over 0.00 seconds
- Custom script: call RemoveLocation(udg_Revive_Region)
- Events
plyr 3 and plyr 9 are enemies ( player 3 is an enemy of player9 and vice versa)
IM using this too
Trigger:
- Set players
- Events
- Map initialization
- Conditions
- Actions
- Player Group - Add Player 1 (Red) to PlayersHuman
- Player Group - Add Player 3 (Teal) to PlayersHuman
- Player Group - Add Player 5 (Yellow) to PlayersHuman
- Player Group - Add Player 6 (Orange) to PlayersHuman
- Player Group - Add Player 2 (Blue) to PlayersUndead
- Player Group - Add Player 9 (Gray) to PlayersUndead
- Player Group - Add Player 10 (Light Blue) to PlayersUndead
- Player Group - Add Player 11 (Dark Green) to PlayersUndead
- Events
Then im using this ( to move heroes when you type ap because the heroes spawn at the tavern)
Trigger:
- Move Heroes
- Events
- Unit - A unit enters Starting Camera Human <gen>
- Unit - A unit enters Starting Camera Undead <gen>
- Conditions
- (Unit-type of (Entering unit)) Not equal to Zone Indicator (second)
- Actions
- Set Move_Region_Human = (Center of revive sent <gen>)
- Set Move_Region_Undead = (Center of revive scourge <gen>)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Owner of (Entering unit)) is in PlayersHuman) Equal to True
- Then - Actions
- Unit - Move (Entering unit) instantly to Move_Region_Human
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Owner of (Entering unit)) is in PlayersUndead) Equal to True
- Then - Actions
- Unit - Move (Entering unit) instantly to Move_Region_Undead
- Else - Actions
- If - Conditions
- Selection - Select (Entering unit) for (Owner of (Entering unit))
- Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.00 seconds
- Custom script: call RemoveLocation(udg_Move_Region_Human)
- Custom script: call RemoveLocation(udg_Move_Region_Undead)
- Wait 120.00 seconds
- Trigger - Turn off (This trigger)
- Events
Perhaps the problem is that i use same variables for same actions?