Weird Bug with spawning!

Crusher

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Okay i've discovered weird bug in my map . When hero revives , it revives on oponnent side . Im using this triggers:

(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)



(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 &lt;gen&gt;)
      • 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)



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


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 &lt;gen&gt;
      • Unit - A unit enters Starting Camera Undead &lt;gen&gt;
    • Conditions
      • (Unit-type of (Entering unit)) Not equal to Zone Indicator (second)
    • Actions
      • Set Move_Region_Human = (Center of revive sent &lt;gen&gt;)
      • Set Move_Region_Undead = (Center of revive scourge &lt;gen&gt;)
      • 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 (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
      • 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)


Perhaps the problem is that i use same variables for same actions?
 
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