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Hero Reviving wont work

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Not open for further replies.
Level 10
Joined
Apr 13, 2005
Messages
630
I know there is a leak in here somewhere but i cant figure out where. The trigger Revives the hero but it wont do multiple units if more than 1 dies at the same time. then the timer window stays there. its a mess


  • Hero reviving
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Dying unit)) slot status) Equal to Is playing
    • Actions
      • Set Hero_reviving[1] = (Center of selection spawn <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 5 (Yellow)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 9 (Gray)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 10 (Light Blue)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
 
Level 7
Joined
Oct 8, 2008
Messages
200
Make it like this a different for each player
  • Hero reviving
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Dying unit)) slot status) Equal to Is playing
    • Actions
      • Set Hero_reviving[1] = (Center of selection spawn <gen>)
      • Set Hero_reviving[2] = (Center of selection spawn <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[1], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of (Dying unit))) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive (Dying unit) at Hero_reviving[2], Show revival graphics
          • Game - Display to (Player group((Owner of (Dying unit)))) the text: Try not to die next...
          • Camera - Pan camera for (Owner of (Dying unit)) to Hero_reviving[2] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[2])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
 
Level 7
Joined
Oct 8, 2008
Messages
200
You need to set dying unit to a variable and then when you revive use
  • Hero - Instantly revive (Variable) at Hero_reviving[2], Show revival graphics
 
Level 7
Joined
Oct 8, 2008
Messages
200
Like I said earlier you can't use the same variables for different things that happens at the same time you gotta change the array numbers
 
Level 10
Joined
Apr 13, 2005
Messages
630
ok so i tried fixing butit doesnt work

  • Hero reviving
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Dying unit)) slot status) Equal to Is playing
    • Actions
      • Set Hero_reviving[1] = (Center of selection spawn <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Set DyingHero[2] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[2])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of DyingHero[2])) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive DyingHero[2] at Hero_reviving[1], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[2]) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Set DyingHero[3] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[3])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of DyingHero[3])) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive DyingHero[3] at Hero_reviving[1], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[3]) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Set DyingHero[4] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[4])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of DyingHero[4])) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive DyingHero[4] at Hero_reviving[1], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[4]) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 5 (Yellow)
        • Then - Actions
          • Set DyingHero[5] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[5])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of DyingHero[5])) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive DyingHero[5] at Hero_reviving[1], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[5]) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Set DyingHero[6] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[6])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of DyingHero[6])) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive DyingHero[6] at Hero_reviving[1], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[6]) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Set DyingHero[7] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[7])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of DyingHero[7])) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive DyingHero[7] at Hero_reviving[1], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[7]) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Set DyingHero[8] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[8])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of DyingHero[8])) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive DyingHero[8] at Hero_reviving[1], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[8]) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 9 (Gray)
        • Then - Actions
          • Set DyingHero[9] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[9])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of DyingHero[9])) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive DyingHero[9] at Hero_reviving[1], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[9]) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 10 (Light Blue)
        • Then - Actions
          • Set DyingHero[10] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[10])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive with title ((Name of (Owner of DyingHero[10])) + hero revives in.......)
          • Set Revivingwindow = (Last created timer window)
          • Countdown Timer - Start Herorevive as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow
          • Hero - Instantly revive DyingHero[10] at Hero_reviving[1], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[10]) to Hero_reviving[1] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[1])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow)
        • Else - Actions
          • Do nothing
 
Level 8
Joined
Sep 24, 2007
Messages
300
1. Extend variable Herorevive to 10 arrays.
2. For each player actions sections set variable Herorevive to Herorevive[player number of dying unit]
3. Create timer window for Herorevive[player number of dying unit] with title etc
4. Change timer start to Start Herorevive[player number of dying unit] as a one shot timer etc

This will make different timer for each player and there will be no more confuse. I think. :D
 
Level 10
Joined
Apr 13, 2005
Messages
630
well now that still doesnt answer how does the trigger not get confused on who will be revive everyone seems to be goin around it. The timer i got to work dont worry about that. Its to make the trigger relize to revive all heros instead of just 1 that is there. If 3 dies at the same time it will only spawn 1
 
Level 3
Joined
Nov 27, 2008
Messages
23
  • Event - A Unit dies.
  • Conditions - Dying unit is a Hero = True
  • Action - Wait 10 seconds
  • Action - Display to dying unit the text: your hero revive in 10 seconds.
  • Action - Hero - Revive Hero (instantly)
its much easyer xD
 
Level 8
Joined
Sep 24, 2007
Messages
300
I hope this helps. I am sending my revive timer I use in my map, the only difference is, that I use multiboard countdown. Maybe it will help you, maybe not.

  • hero revive
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is A Hero) Equal to True
      • ((Owner of (Dying unit)) slot status) Equal to Is playing
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player number of (Owner of (Dying unit))) Less than or equal to 5
        • Then - Actions
          • Game - Display to (All players) the text: ((|cff086342 + ((Name of (Owner of (Killing unit))) + |r )) + (killed + (|cff7B2108 + ((Name of (Owner of (Dying unit))) + |r))))
          • Sound - Play MuradinTaunt1 <gen>
        • Else - Actions
          • Game - Display to (All players) the text: ((|cff7B2108 + ((Name of (Owner of (Killing unit))) + |r )) + (killed + (|cff086342 + ((Name of (Owner of (Dying unit))) + |r))))
          • Sound - Play MuradinTaunt1 <gen>
      • Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from (Position of (Dying unit)) to a radius of 512.00
      • -------- KD PART --------
      • Set playerKills[(Player number of (Owner of (Killing unit)))] = (playerKills[(Player number of (Owner of (Killing unit)))] + 1)
      • Set playerDeaths[(Player number of (Owner of (Dying unit)))] = (playerDeaths[(Player number of (Owner of (Dying unit)))] + 1)
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(playerKills[1]))
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(playerKills[2]))
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(playerKills[3]))
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 7 to (String(playerKills[4]))
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 8 to (String(playerKills[5]))
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 9 to (String(playerKills[6]))
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 10 to (String(playerKills[7]))
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 11 to (String(playerKills[8]))
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 12 to (String(playerKills[9]))
      • Multiboard - Set the text for (Last created multiboard) item in column 2, row 13 to (String(playerKills[10]))
      • -------- omfg deaths :D --------
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 4 to (String(playerDeaths[1]))
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 5 to (String(playerDeaths[2]))
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 6 to (String(playerDeaths[3]))
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 7 to (String(playerDeaths[4]))
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 8 to (String(playerDeaths[5]))
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 9 to (String(playerDeaths[6]))
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 10 to (String(playerDeaths[7]))
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 11 to (String(playerDeaths[8]))
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 12 to (String(playerDeaths[9]))
      • Multiboard - Set the text for (Last created multiboard) item in column 3, row 13 to (String(playerDeaths[10]))
      • -------- REVIVE PART --------
      • Special Effect - Create a special effect attached to the overhead of (Dying unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
      • Set reviveTIME[(Player number of (Owner of (Dying unit)))] = ((Hero level of (Dying unit)) x 4)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Set revivingHERO[1] = (Dying unit)
          • Trigger - Turn on cd player 1 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Set revivingHERO[2] = (Dying unit)
          • Trigger - Turn on cd player 2 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Set revivingHERO[3] = (Dying unit)
          • Trigger - Turn on cd player 3 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Set revivingHERO[4] = (Dying unit)
          • Trigger - Turn on cd player 4 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 5 (Yellow)
        • Then - Actions
          • Set revivingHERO[5] = (Dying unit)
          • Trigger - Turn on cd player 5 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Set revivingHERO[6] = (Dying unit)
          • Trigger - Turn on cd player 6 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Set revivingHERO[7] = (Dying unit)
          • Trigger - Turn on cd player 7 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Set revivingHERO[8] = (Dying unit)
          • Trigger - Turn on cd player 8 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 9 (Gray)
        • Then - Actions
          • Set revivingHERO[9] = (Dying unit)
          • Trigger - Turn on cd player 9 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 10 (Light Blue)
        • Then - Actions
          • Set revivingHERO[10] = (Dying unit)
          • Trigger - Turn on cd player 10 <gen>
        • Else - Actions
      • Wait 2.00 game-time seconds
      • Visibility - Disable (Last created visibility modifier)
Example of trigger for player 1:

  • cd player 1
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • reviveTIME[1] Equal to 0
        • Then - Actions
          • Hero - Instantly revive revivingHERO[1] at (Position of Fountain 0075 <gen>), Show revival graphics
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (revivingHERO[1] is in godmode) Equal to False
            • Then - Actions
              • Unit - Make revivingHERO[1] Invulnerable
              • Unit Group - Add revivingHERO[1] to godmode
            • Else - Actions
          • Camera - Apply Base camera <gen> for Player 1 (Red) over 0.25 seconds
          • Unit - Change ownership of revivingHERO[1] to Player 1 (Red) and Change color
          • Selection - Select revivingHERO[1] for Player 1 (Red)
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Multiboard - Set the text for (Last created multiboard) item in column 4, row 4 to (String((reviveTIME[1] - 1)))
          • Set reviveTIME[1] = (reviveTIME[1] - 1)
 
Level 10
Joined
Apr 13, 2005
Messages
630
so now i believe i fixed up the trigger where heros revive but the bad part is now the timer wont work dam it
  • Hero reviving
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Dying unit)) slot status) Equal to Is playing
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Set Hero_reviving[2] = (Center of selection spawn <gen>)
          • Set DyingHero[2] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[2])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive[1] with title ((Name of (Owner of DyingHero[2])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Start Herorevive[2] as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[2]
          • Hero - Instantly revive DyingHero[2] at Hero_reviving[2], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[2]) to Hero_reviving[2] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[2])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[2])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Set Hero_reviving[3] = (Center of selection spawn <gen>)
          • Set DyingHero[3] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[3])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive[3] with title ((Name of (Owner of DyingHero[3])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Start Herorevive[3] as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[3]
          • Hero - Instantly revive DyingHero[3] at Hero_reviving[3], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[3]) to Hero_reviving[3] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[3])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[3])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Set Hero_reviving[4] = (Center of selection spawn <gen>)
          • Set DyingHero[4] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[4])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive[4] with title ((Name of (Owner of DyingHero[4])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Start Herorevive[4] as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[4]
          • Hero - Instantly revive DyingHero[4] at Hero_reviving[4], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[4]) to Hero_reviving[4] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[4])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[4])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 5 (Yellow)
        • Then - Actions
          • Set Hero_reviving[5] = (Center of selection spawn <gen>)
          • Set DyingHero[5] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[5])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive[5] with title ((Name of (Owner of DyingHero[5])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Start Herorevive[5] as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[5]
          • Hero - Instantly revive DyingHero[5] at Hero_reviving[5], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[5]) to Hero_reviving[5] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[5])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[5])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Set Hero_reviving[6] = (Center of selection spawn <gen>)
          • Set DyingHero[6] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[6])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive[6] with title ((Name of (Owner of DyingHero[6])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Start Herorevive[6] as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[6]
          • Hero - Instantly revive DyingHero[6] at Hero_reviving[6], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[6]) to Hero_reviving[6] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[6])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[6])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Set Hero_reviving[7] = (Center of selection spawn <gen>)
          • Set DyingHero[7] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[7])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive[7] with title ((Name of (Owner of DyingHero[7])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Start Herorevive[7] as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[7]
          • Hero - Instantly revive DyingHero[7] at Hero_reviving[7], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[7]) to Hero_reviving[7] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[7])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[7])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Set Hero_reviving[8] = (Center of selection spawn <gen>)
          • Set DyingHero[8] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[8])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive[8] with title ((Name of (Owner of DyingHero[8])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Start Herorevive[8] as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[8]
          • Hero - Instantly revive DyingHero[8] at Hero_reviving[8], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[8]) to Hero_reviving[8] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[8])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[8])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 9 (Gray)
        • Then - Actions
          • Set Hero_reviving[9] = (Center of selection spawn <gen>)
          • Set DyingHero[9] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[9])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive[9] with title ((Name of (Owner of DyingHero[9])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Start Herorevive[9] as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[9]
          • Hero - Instantly revive DyingHero[9] at Hero_reviving[9], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[9]) to Hero_reviving[9] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[9])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[9])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 10 (Light Blue)
        • Then - Actions
          • Set Hero_reviving[10] = (Center of selection spawn <gen>)
          • Set DyingHero[10] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[10])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Create a timer window for Herorevive[10] with title ((Name of (Owner of DyingHero[10])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Start Herorevive[10] as a One-shot timer that will expire in 10.00 seconds
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[10]
          • Hero - Instantly revive DyingHero[10] at Hero_reviving[10], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[10]) to Hero_reviving[10] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[10])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[10])
        • Else - Actions
          • Do nothing
 
Level 8
Joined
Sep 24, 2007
Messages
300
You did everything good, except a little mistake, that costs you timer. :D

Check this two lines again. ^^
Create a timer window for Herorevive[1]

Start Herorevive[2]

You made window for Herorevive[1] but then you are running Herorevive[2]

That's all I found out, and I think that's the only problem.


Regards
 
Level 10
Joined
Apr 13, 2005
Messages
630
i noticed that too after i found that found. still the timer aint working. its the countdown start that bugging out. Im not totaly good with timers everytime i do one either it doesnt create, never goes away, always doubles, or just never start. (non have to do with this im just bored) This create but says wut i want but no digits it will just have a big blank

*edit* i believe the problem is the start timer. It really bugs me that i cant figured it out and driving me nuts

*edit 2* ROFL i got to it work. it was soo freaken simple all you had to do is

  • Countdown Timer - Show ReviveTimerWindow
 
Last edited:
Level 10
Joined
Apr 13, 2005
Messages
630
Here the current trigger and a picture of what I'm talking about

  • Hero reviving
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Dying unit)) slot status) Equal to Is playing
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[2])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[2] with title ((Name of (Owner of DyingHero[2])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[2] for Player 2 (Blue)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[2]
          • Hero - Instantly revive DyingHero[2] at Hero_reviving[2], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[2]) to Hero_reviving[2] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[2])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[2])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[3])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[3] with title ((Name of (Owner of DyingHero[3])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[3] for Player 3 (Teal)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[3]
          • Hero - Instantly revive DyingHero[3] at Hero_reviving[3], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[3]) to Hero_reviving[3] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[3])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[3])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[4])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[4] with title ((Name of (Owner of DyingHero[4])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[4] for Player 4 (Purple)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[4]
          • Hero - Instantly revive DyingHero[4] at Hero_reviving[4], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[4]) to Hero_reviving[4] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[4])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[4])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 5 (Yellow)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[5])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[5] with title ((Name of (Owner of DyingHero[5])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[5] for Player 5 (Yellow)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[5]
          • Hero - Instantly revive DyingHero[5] at Hero_reviving[5], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[5]) to Hero_reviving[5] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[5])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[5])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[6])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[6] with title ((Name of (Owner of DyingHero[6])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[6] for Player 6 (Orange)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[6]
          • Hero - Instantly revive DyingHero[6] at Hero_reviving[6], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[6]) to Hero_reviving[6] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[6])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[6])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[7])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[7] with title ((Name of (Owner of DyingHero[7])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[7] for Player 7 (Green)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[7]
          • Hero - Instantly revive DyingHero[7] at Hero_reviving[7], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[7]) to Hero_reviving[7] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[7])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[7])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[8])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[8] with title ((Name of (Owner of DyingHero[8])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[8] for Player 8 (Pink)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[8]
          • Hero - Instantly revive DyingHero[8] at Hero_reviving[8], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[8]) to Hero_reviving[8] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[8])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[8])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 9 (Gray)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[9])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[9] with title ((Name of (Owner of DyingHero[9])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[9] for Player 9 (Gray)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[9]
          • Hero - Instantly revive DyingHero[9] at Hero_reviving[9], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[9]) to Hero_reviving[9] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[9])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[9])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 10 (Light Blue)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[10])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[10] with title ((Name of (Owner of DyingHero[10])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[10] for Player 10 (Light Blue)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[10]
          • Hero - Instantly revive DyingHero[10] at Hero_reviving[10], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[10]) to Hero_reviving[10] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[10])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[10])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 11 (Dark Green)
        • Then - Actions
          • Set Hero_reviving[(Player number of (Owner of (Dying unit)))] = (Center of selection spawn <gen>)
          • Set DyingHero[(Player number of (Owner of (Dying unit)))] = (Dying unit)
          • Game - Display to (All players) the text: ((Name of (Owner of DyingHero[11])) + hero has been owned by the attackers. Now he needs to wait to revive.)
          • Countdown Timer - Start Herorevive[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in 10.00 seconds
          • Countdown Timer - Create a timer window for Herorevive[11] with title ((Name of (Owner of DyingHero[11])) + hero revives in.......)
          • Set Revivingwindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
          • Countdown Timer - Show Revivingwindow[11] for Player 11 (Dark Green)
          • Wait 10.00 seconds
          • Countdown Timer - Destroy Revivingwindow[11]
          • Hero - Instantly revive DyingHero[11] at Hero_reviving[11], Show revival graphics
          • Game - Display to (All players) the text: Try not to die next...
          • Camera - Pan camera for (Owner of DyingHero[11]) to Hero_reviving[11] over 0.00 seconds
          • Custom script: call RemoveLocation(udg_Hero_reviving[11])
          • Custom script: call DestroyTimerDialog(udg_Revivingwindow[11])
        • Else - Actions
          • Do nothing

Herorevivingtimer.jpg
 
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