Hero Reviving wont work

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Level 10
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Apr 13, 2005
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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
 
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
 
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
 
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
 
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
 
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
 
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
 
  • 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
 
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)
 
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
 
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
 
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:
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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