Trigger 1
Yet I dunno why the Supposed to be revived heroes in my map doesnt revive.. I suppose the Map is the problem.. Not the Trigger..
But I dunno if I am right or wrong..
Anyone please help?
EDIT: I forgot to add the first trigger that activates the second trigger..
My bad XD
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Exp System
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Events
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Unit - A unit Dies
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Conditions
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((Dying unit) is A Hero) Equal to True
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Actions
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Set Revive_Value[(Player number of (Owner of (Dying unit)))] = 0
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Unit Group - Add (Dying unit) to Reviving_Group
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Trigger - Turn on Revive System <gen>
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Set TriggeringUnits[2] = (Dying unit)
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Set TriggeringUnits[3] = (Killing unit)
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Set Integers[1] = (250 x (Integer((Real((Hero level of TriggeringUnits[2]))))))
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Set Integers[2] = (100 x (Integer((Real((Hero level of TriggeringUnits[2]))))))
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Set TriggeringPoints[2] = (Center of Revive Point Cosmos <gen>)
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Hero - Add Integers[1] experience to TriggeringUnits[3], Show level-up graphics
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Player - Add Integers[2] to (Owner of TriggeringUnits[3]) Current gold
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Game - Display to (All players) for 15.00 seconds the text: ((Name of (Owner of TriggeringUnits[3])) + ( Has |cFF0000C0Delivered his Final Blow on|r + ((Name of (Owner of TriggeringUnits[2])) + (|cFF0000C0!!|r + (For + ((String(Integers[2])) + |cFF00C0C0 GOLD!!|r))))))
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Floating Text - Create floating text that reads ((String(Integers[1])) + EXP RECEIVED!!!) above TriggeringUnits[3] with Z offset 0.00, using font size 10.00, color (85.00%, 85.00%, 0.00%), and 0.00% transparency
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Set FloatingTexts[1] = (Last created floating text)
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Floating Text - Change the fading age of FloatingTexts[1] to 2.50 seconds
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Floating Text - Change the lifespan of FloatingTexts[1] to 3.00 seconds
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Floating Text - Change FloatingTexts[1]: Disable permanence
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Floating Text - Set the velocity of FloatingTexts[1] to 64.00 towards 90.00 degrees
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Set TriggeringUnits[2] = No unit
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Set TriggeringUnits[3] = No unit
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Set Integers[1] = 0
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Set Integers[2] = 0
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Revive System
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in Reviving_Group and do (Actions)
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Loop - Actions
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Game - Display to (All players) the text: Trigger Action - Pi...
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Set Revive_Value[(Player number of (Owner of (Picked unit)))] = (Revive_Value[(Player number of (Owner of (Picked unit)))] + 1)
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Game - Display to (All players) the text: Trigger Action - Ch...
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Revive_Value[(Player number of (Owner of (Picked unit)))] Equal to ReviveTimer_Wait
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Then - Actions
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Game - Display to (All players) the text: Trigger Action - Re...
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) belongs to an ally of Player 1 (Red)) Equal to True
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Then - Actions
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Set Temp_Point = (Center of Revive Point Cosmos <gen>)
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Else - Actions
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Set Temp_Point = (Center of Revive Point Chaos <gen>)
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Unit - Move (Picked unit) instantly to Temp_Point
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Hero - Instantly revive (Picked unit) at Temp_Point, Show revival graphics
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Camera - Pan camera for (Owner of (Picked unit)) to Temp_Point over 0.00 seconds
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Custom script: call RemoveLocation( udg_Temp_Point )
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Set Temp_Point = (Position of (Picked unit))
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Cinematic - Ping minimap for (All allies of (Owner of (Picked unit))) at Temp_Point for 1.00 seconds, using a Simple ping of color (100.00%, 100.00%, 0.00%)
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Custom script: call RemoveLocation( udg_Temp_Point )
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Unit Group - Remove (Picked unit) from Reviving_Group
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in Reviving_Group) Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Game - Display to (All players) the text: Trigger Action - Tu...
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Else - Actions
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Else - Actions
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Custom script: call DestroyGroup( GetLastCreatedGroup() )
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Game - Display to (All players) the text: Trigger Action - Gr...
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Yet I dunno why the Supposed to be revived heroes in my map doesnt revive.. I suppose the Map is the problem.. Not the Trigger..
But I dunno if I am right or wrong..
Anyone please help?
EDIT: I forgot to add the first trigger that activates the second trigger..
My bad XD
Last edited: