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[Trigger] Help me with this revive system.. sort of

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Level 11
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Sep 12, 2008
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657
Hey.. i made this "Reive system" If you wanna call it that way..
theres a trigger i called "Preload Units" Its allso used for my Damage detection system.. so ^^
Anwyays.. Its suposed to make that if a unit dies, and owner is dark green or brown,
It creates the unit after 7 seconds,
And makes it appear faded, every 1 sec it reduces a bit of the fade, untill its 0, then it can be controlled again.. (its behing invulnerable'd and paused at start)
Well.. my problem is that i want it mui, but i got no clue how to do it..
i did "wait" and i know it ruins the mui.. but it just shows what it should do.. (on the few units that gets it ;P)


Preload Units:
  • Preload Units
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set DD_Group = (Units in (Playable map area))
      • Unit Group - Pick every unit in DD_Group and do (Actions)
        • Loop - Actions
          • Set DD_Count = (DD_Count + 1)
          • Unit - Set the custom value of (Picked unit) to DD_Count
          • Set UnitReviveDestination[DD_Count] = (Position of (Picked unit))
      • Custom script: call DestroyGroup(udg_DD_Group)
Make the unit recreate it self.. then fade out..
  • Events
  • Unit Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Owner of (Dying unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Dying unit)) Equal to Player 12 (Brown))
    • Actions
      • Wait 7.00 seconds
      • Unit - Create 1 (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at UnitReviveDestination[(Custom value of (Dying unit))] facing Default building facing degrees
      • Unit - Pause (Last created unit)
      • Unit - Set the custom value of (Last created unit) to (Custom value of (Dying unit))
      • Unit - Add Invulnerable (Neutral) to (Last created unit)
      • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 70.00% transparency
      • Wait 1.00 seconds
      • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 40.00% transparency
      • Wait 1.00 seconds
      • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency
      • Wait 1.00 seconds
      • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 10.00% transparency
      • Wait 1.00 seconds
      • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Unit - Unpause (Last created unit)
      • Unit - Remove Invulnerable (Neutral) from (Last created unit)
And for the grand finnaly, THE VISIBILITY TRIGGER!
  • VISIBILTY AMAZING TRIGGER
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)

Gah.. was so simple to edit.. just needed a variable.. damn..
Ohwell.. works fine now:p
Thanks anyways.. if any 1 was gonna replay anyways >_>
 
Last edited:
Level 1
Joined
Jan 26, 2010
Messages
5
Hmmm.... I didn't see any mistake....Maybe mistake in "Preload Units", but I'm not sure...
 
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