- Joined
- Jan 31, 2010
- Messages
- 3,552
Hey there. Recently, I have tried to make a new trigger in my map, the one that will create timers on top of the screen whenever a Hero dies, counting down to the zero and revival. However, the timers are quite messed up - when more than one appear - they both start ticking the other one's time, and after they finish, the timers stay on top of the screen, showing zero and massively ruining the visual feeling on the map. Can somebody help me with pointing out what am I doing wrong, how to optimize and fix it? Thanks in forward!
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Revive Heroes
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Events
- Unit - A unit Dies
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Dying unit) is A Hero) Equal to True
- (Unit-type of (Dying unit)) Not equal to Hero - (Dummy)
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Then - Actions
- Set kill_count[(Player number of (Owner of (Killing unit)))] = (kill_count[(Player number of (Owner of (Killing unit)))] + 1)
- Set death_count[(Player number of (Owner of (Triggering unit)))] = (death_count[(Player number of (Owner of (Triggering unit)))] + 1)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Triggering unit) is A Hero) Equal to True
- (Unit-type of (Dying unit)) Not equal to Hero - (Dummy)
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Then - Actions
- Countdown Timer - Start ReviveTimer[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in ((Real((Level of (Triggering unit)))) x 4.00) seconds
- Countdown Timer - Create a timer window for ReviveTimer[(Player number of (Owner of (Dying unit)))] with title (Name of (Owner of (Dying unit)))
- Set ReviveTimerWindow[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
- Wait ((Real((Hero level of (Triggering unit)))) x 4.00) seconds
- Countdown Timer - Destroy ReviveTimerWindow[(Player number of (Owner of (Dying unit)))]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Owner of (Dying unit)) is in ElvenPlayersActive) Equal to True
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Then - Actions
- Hero - Instantly revive (Triggering unit) at (Center of NE Base <gen>), Show revival graphics
- Camera - Pan camera for (Owner of (Dying unit)) to (Center of NE Base <gen>) over 0.00 seconds
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Else - Actions
- Hero - Instantly revive (Triggering unit) at (Center of NA Base <gen>), Show revival graphics
- Camera - Pan camera for (Owner of (Dying unit)) to (Center of NA Base <gen>) over 0.00 seconds
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If - Conditions
- Selection - Select (Reviving Hero) for (Owner of (Dying unit))
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events