- Joined
- Aug 6, 2009
- Messages
- 697
I tried making a respawn trigger that gives the dead unit a 30 second timer, then when the 30 second timer expires it revives the unit in the position it died in.
I haven't worked with hashtables for 6 months so i kind of forgot them.
This doesn't work, can someone find the problem please?
Trigger 1:
I haven't worked with hashtables for 6 months so i kind of forgot them.
This doesn't work, can someone find the problem please?
Trigger 1:
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Respawn
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Events
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Unit - A unit Dies
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Conditions
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(Unit-type of (Dying unit)) Equal to Saibaman
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Actions
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Set RespawnDyingUnit = (Dying unit)
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Custom script: set udg_ID = GetHandleId (udg_RespawnDyingUnit)
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Set RespawnTimer = 30.00
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Hashtable - Save Handle Of(Position of (Dying unit)) as 0 of ID in RespawnHash
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Hashtable - Save RespawnTimer as 1 of ID in RespawnHash
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Unit Group - Add RespawnDyingUnit to RespawnGroup
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RespawnLoop
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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 RespawnGroup and do (Actions)
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Loop - Actions
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Custom script: set udg_ID = GetHandleId(GetEnumUnit())
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Set LocRespawn = (Load 0 of ID in RespawnHash)
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Set RespawnTimer = (Load 1 of ID from RespawnHash)
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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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RespawnTimer Greater than 0.00
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Then - Actions
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Hashtable - Save (RespawnTimer - 1.00) as 1 of (Key (Picked unit)) in RespawnHash
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Else - Actions
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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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RespawnTimer Equal to 0.00
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Then - Actions
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Hero - Instantly revive (Picked unit) at LocRespawn, Hide revival graphics
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Unit Group - Remove (Picked unit) from RespawnGroup
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Hashtable - Clear all child hashtables of child ID in RespawnHash
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Else - Actions
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