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Hero resurection system.

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Dr Super Good

Spell Reviewer
Level 64
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Jan 18, 2005
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27,258
You could try the incapacitated approach. Set up a behaviour for the unit that prevents it from dieing but pauses the unit when triggered. When the unit should be revived you just remove that behaviour. The idea is you get a behaviour to run an effect when receving fatal damage that then applies a behaviour that makes the unit unkillable and paused.

You can also try using conventional revive for a WC3 style revive system. The native native void UnitRevive (unit inUnit); should provide the script interaction for reviving a unit.
 
Level 4
Joined
Feb 26, 2010
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ty you m8.I dont wont to use incapitated.I would prefer a W3 triiger like Unit dies-Unit tupe equal to hero-revive unit at point.If this simple trigger is impsible then i dought the power of galaxy editor.Thank you a lot fo answering me
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
native void UnitRevive (unit inUnit);

This native will probably revive the unit where it died when called. Thus you will need to accompany it with some calls to move the unit to where you want.

WC3 revival definatly is possible and many maps use it already. Just I have not personally tried it.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
Store the actual unit in a bank once it receives damage that would otherwise kill it.
Or if references aren't an issue, just bank the stats of the unit and store that instead. Then create a new unit and apply the stats.
I don't think storing the unit itself will break references (in terms of triggers, etc).
It still far worse than to just revive the unit. Why use a method that is slow and potentially bug prone when you can use one which is fast and bugless?
 
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