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Hero Revival System

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Level 37
Joined
Mar 6, 2006
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9,243
  • Untitled Trigger 026
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set Temp_Player = (Owner of (Triggering unit))
      • Set Temp_Player_Group = (Player group(Temp_Player))
      • Set Temp_Integer_Array[(Player number of Temp_Player)] = (10 x (Hero level of (Triggering unit)))
      • Set Temp_Unit_Aray[(Player number of Temp_Player)] = (Triggering unit)
      • Leaderboard - Create a leaderboard for Temp_Player_Group titled Revived In:
      • Leaderboard - Add Temp_Player to (Last created leaderboard) with label (Proper name of (Triggering unit)) and value Temp_Integer_Array[(Player number of (Owner of (Triggering unit)))]
      • Trigger - Turn on Untitled Trigger 028 <gen>
  • Untitled Trigger 028
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Temp_Integer_Array[(Integer A)] = (Temp_Integer_Array[(Integer A)] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Temp_Integer_Array[(Integer A)] Greater than 0
            • Then - Actions
              • Leaderboard - Change the value for (Player((Integer A))) in (Leaderboard of (Player((Integer A)))) to Temp_Integer_Array[(Integer A)]
            • Else - Actions
              • Leaderboard - Destroy (Leaderboard of (Player((Integer A))))
              • Set Temp_Loc_1 = (Center of (Playable map area))
              • Hero - Instantly revive Temp_Unit_Aray[(Player number of (Player((Integer A))))] at Temp_Loc_1, Show revival graphics
              • Custom script: call RemoveLocation(udg_Temp_Loc_1)
Something like this. Oh and turn off the second trigger when no heroes are dead.
 
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