I'm having a couple of issues with my hero revival system.
1. I can't get my tavern to actually ~Revive~ heroes. No matter what I try, whenever the hero dies, he's gone for good. I want to use the ordinary ressurection method because I believe that's the only way to get it to display the gold cost and level of the hero in the tooltip while reviving. [Dota has this]
2. I would use a dummy ability for the job, but I've seen in other threads in this site that you can't call on a variable in a tooltip, which would be how I would display the gold cost and level of reviving the hero.
3. Is a dummy unit for the revival a good option? I figure it would have that annoying [1] at the bottom right hand corner that would degrade the look and feel of the map.
Thank you in advance.
Okay, I figured out the problem with #1, it was a trigger I made earlier in my map that I keep forgetting about.
I could make it work without the neutral death trigger, if there was a Units in Region Owned by Player Matching Condition function, which I failed to find [if there is one].
So what I need to know, is...
1. How do I make the hero in the tavern be ressurectable by any player controlling the building or..
2. Add a Boolean Unit matching hero = false condition to the first trigger or...
3. Make corpses not count as units for the second trigger without taking away decay times, because I like bones and whatnot on the battlefield.
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Ahhh! I was looking through gameplay Constants and found this...
Decay Time (sec) Bones - 88
Decay Time (sec) Hero dissipation - 3
Does this mean that after 3 secnods the hero counts as fully decayed and no longer a unit in a region? If so this would pretty much clear up everything.
1. I can't get my tavern to actually ~Revive~ heroes. No matter what I try, whenever the hero dies, he's gone for good. I want to use the ordinary ressurection method because I believe that's the only way to get it to display the gold cost and level of the hero in the tooltip while reviving. [Dota has this]
2. I would use a dummy ability for the job, but I've seen in other threads in this site that you can't call on a variable in a tooltip, which would be how I would display the gold cost and level of reviving the hero.
3. Is a dummy unit for the revival a good option? I figure it would have that annoying [1] at the bottom right hand corner that would degrade the look and feel of the map.
Thank you in advance.
Okay, I figured out the problem with #1, it was a trigger I made earlier in my map that I keep forgetting about.
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Events
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Unit - A unit dies
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Conditions
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Actions
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Unit - Change ownership of (triggering unit) to Neutral Passive and Retain Color
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Events
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Unit - A unit enters region <gen>
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Conditions
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(number of units in (Units in region <gen> owned by (Owner of building 0001 <gen>))) Equal to 1
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Actions
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Wait 20.00 seconds
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If ((((Entering unit) belongs to an enemy of (Building 0001 <gen>)) Equal to True) and ((number of units in (Units in region <gen> owned by (owner of building 0001 <gen>))) Equal to 1)) then do (Unit - Change ownership of Building 0001 <gen> to (Owner of (Entering unit)) and change color) else do (do nothing)
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I could make it work without the neutral death trigger, if there was a Units in Region Owned by Player Matching Condition function, which I failed to find [if there is one].
So what I need to know, is...
1. How do I make the hero in the tavern be ressurectable by any player controlling the building or..
2. Add a Boolean Unit matching hero = false condition to the first trigger or...
3. Make corpses not count as units for the second trigger without taking away decay times, because I like bones and whatnot on the battlefield.
--------------------------------------
Ahhh! I was looking through gameplay Constants and found this...
Decay Time (sec) Bones - 88
Decay Time (sec) Hero dissipation - 3
Does this mean that after 3 secnods the hero counts as fully decayed and no longer a unit in a region? If so this would pretty much clear up everything.
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