Name | Type | is_array | initial_value |
AtadurasAereasAoE_Caster | unit | No | |
AtadurasAereasAoE_Dummy | unit | No | |
AtadurasAereasAoE_Group | group | No | |
AtadurasAereasAoE_Point | location | No | |
AtadurasAereasAoE_Point2 | location | No | |
LlamaradaAoE_Caster | unit | No | |
LlamaradaAoE_CasterPoint | location | No | |
LlamaradaAoE_EffectPoint | location | No | |
LlamaradaAoE_Group | group | No | |
LlamaradaAoE_PickedPoint | location | No | |
PisotonLetalAoE_Caster | unit | No | |
PisotonLetalAoE_Dummy | unit | No | |
PisotonLetalAoE_Group | group | No | |
PisotonLetalAoE_Point | location | No | |
PisotonLetalAoE_Point2 | location | No | |
RespawnHero_Point | location | No | |
RespawnUnit_Point | location | No |
function Trig_Init_Actions takes nothing returns nothing
call FogEnableOff( )
call FogMaskEnableOff( )
call MeleeStartingVisibility( )
endfunction
//===========================================================================
function InitTrig_Init takes nothing returns nothing
set gg_trg_Init = CreateTrigger( )
call TriggerAddAction( gg_trg_Init, function Trig_Init_Actions )
endfunction
function Trig_Respawn_Func001C takes nothing returns boolean
if ( not ( IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) != true ) ) then
return false
endif
if ( not ( GetUnitTypeId(GetDyingUnit()) != 'h000' ) ) then
return false
endif
if ( not ( GetUnitTypeId(GetDyingUnit()) != 'h001' ) ) then
return false
endif
return true
endfunction
function Trig_Respawn_Func002C takes nothing returns boolean
if ( not ( IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) == true ) ) then
return false
endif
return true
endfunction
function Trig_Respawn_Actions takes nothing returns nothing
if ( Trig_Respawn_Func001C() ) then
call TriggerSleepAction( 300.00 )
set udg_RespawnUnit_Point = GetUnitLoc(GetDyingUnit())
call CreateNUnitsAtLoc( 1, GetUnitTypeId(GetDyingUnit()), GetOwningPlayer(GetDyingUnit()), udg_RespawnUnit_Point, bj_UNIT_FACING )
call RemoveLocation(udg_RespawnUnit_Point)
else
endif
if ( Trig_Respawn_Func002C() ) then
call TriggerSleepAction( 30.00 )
set udg_RespawnHero_Point = GetPlayerStartLocationLoc(GetOwningPlayer(GetDyingUnit()))
call ReviveHeroLoc( GetDyingUnit(), udg_RespawnHero_Point, true )
call RemoveLocation(udg_RespawnHero_Point)
else
endif
endfunction
//===========================================================================
function InitTrig_Respawn takes nothing returns nothing
set gg_trg_Respawn = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Respawn, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddAction( gg_trg_Respawn, function Trig_Respawn_Actions )
endfunction