- Joined
- Jan 6, 2009
- Messages
- 100
As an RPG is populated almost entirely by heroes, and the fact that it's inevitable that one of those heroes will die, is it possible to resurrect heroes as you would resurrect a unit?
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Hero - Instantly revive Paladin 0000 <gen> at (Center of (Playable map area)), Show revival graphics
Doesn't work.
I think its impossible, because heroes don't leave a corpse.
Revive them Via Trigger
What if you change the "Combat - Death Type"?
That defines the properties the unit/building/hero's corpse has after it is killed. Determines whether it can be raised by abilities such as "Raise Skeleton" or "Animated Dead", and also whether it experiences natural decay or not.
Might be worth checking out ^^
(set it to "can raise, can decay" or something)
Unfortunatly, this doesn't work. The resurrection spell couldn't seem to find any corpses.
Action - Unit - Create a (Unit-type of (Triggering unit)) corpse for Player 1 (Red) at (Position of (Triggering unit))
Set TempLoc = (Position of (Triggering unit))
Wait X.XX seconds
Unit - Move (Triggering unit) instantly to TempLoc
Custom script: call RemoveLocation(udg_TempLoc)
Events
Unit - A unit dies
Conditions
Borlean - Dying unit is a (Hero) equal to true
Actions
Hero - Revive (Dying Unit) at (Position of (Dying Unit))
Um.... Heroes do have corpses. When a hero dies, its body is hidden and moved to the edge of the map I rememeber reading and seeing. Thus why you should always remove heroes that will never be resurrected again.
Try moving the hero back to where it died and unhiding it.
theres an action in units called Move Unit
ap0calypse said:
Set TempLoc = (Position of (Triggering unit))
Wait X.XX seconds
Unit - Move (Triggering unit) instantly to TempLoc
Custom script: call RemoveLocation(udg_TempLoc)
Did you read the previous posts, or do you only read the first post and then reply?
Unit - Unhide (Triggering unit)
Doesn't work.
I think its impossible, because heroes don't leave a corpse.
Untitled Trigger 008

Events


Unit - A unit Dies

Conditions


(Unit-type of (Dying unit)) Equal to Rambo´s Corpse

Actions


Set POSITION = (Position of (Dying unit))


Hero - Instantly revive (Random unit from (Units owned by (Owner of (Dying unit)) of type Small Rambo)) at POSITION, Hide revival graphics


Custom script: call RemoveLocation(udg_POSITION)
duble hero

Events


Unit - A unit Finishes casting an ability

Conditions


(Ability being cast) Equal to YOUR ABILITY

Actions


Set FIXLAGS = (Position of (Casting unit))


Set UNITGROUP = (Units within 512.00 of FIXLAGS matching (((Matching unit) is A flying unit) Equal to True))


Unit Group - Pick every unit in (Units in UNITGROUP) and do (Actions)



Loop - Actions




Unit - Kill (Picked unit)


Custom script: call RemoveLocation(udg_FIXLAGS)


Custom script: call DestroyGroup(udg_UNITGROUP)
I couldn´t revive heroes around range for some reason,i did some mistake and i didnt see it...Hey ALiEN, sorry to disappoint you but I beat you to it and solved this problem 4-5 months ago3 posts up I think. But I guess that it's a little different with mine only resurrecting the target hero whereas yours resurrect everyone in 1000 radius.
Also, can't you do the opposite and only conditionally pick heroes within 1000 radius because right now it resurrects every hero then kills them all unless nearby. Also this will waste mana if accidental cast and also need to fix so doesn't revive enemies. Other than that I guess it works![]()
Hey ALiEN, sorry to disappoint you but I beat you to it and solved this problem 4-5 months ago3 posts up I think. But I guess that it's a little different with mine only resurrecting the target hero whereas yours resurrect everyone in 1000 radius.
Also, can't you do the opposite and only conditionally pick heroes within 1000 radius because right now it resurrects every hero then kills them all unless nearby. Also this will waste mana if accidental cast and also need to fix so doesn't revive enemies. Other than that I guess it works![]()
oh btw i found another loophole, the rez spell only can be targetted at the most recent "soul" created and it wont rez any previous dead heroes
(Dying unit) Equal to MAIN_HERO[(Player number of (Owner of (Dying unit)))]
Dies

Events


Unit - A unit Dies

Conditions


((Dying unit) is A Hero) Equal to True


((Owner of (Dying unit)) controller) Equal to User

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Dying unit) Equal to MAIN_HERO1[(Player number of (Owner of (Dying unit)))]



Then - Actions




Unit - Create 1 Wisp for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees




Set WISP1[(Player number of (Owner of (Dying unit)))] = (Last created unit)




Set MAIN_HERO1[(Player number of (Owner of (Dying unit)))] = (Dying unit)



Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Dying unit) Equal to MAIN_HERO2[(Player number of (Owner of (Dying unit)))]





Then - Actions






Unit - Create 1 Wisp for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees






Set WISP2[(Player number of (Owner of (Dying unit)))] = (Last created unit)






Set MAIN_HERO2[(Player number of (Owner of (Dying unit)))] = (Dying unit)





Else - Actions
Ressurect

Events


Unit - A unit Begins casting an ability

Conditions


And - All (Conditions) are true



Conditions




(Unit-type of (Target unit of ability being cast)) Equal to Wisp




(Ability being cast) Equal to RESSERUCT

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Target unit of ability being cast) Equal to WISP1[(Player number of (Owner of (Target unit of ability being cast)))]



Then - Actions




Hero - Instantly revive MAIN_HERO1[(Player number of (Owner of (Target unit of ability being cast)))] at (Position of (Target unit of ability being cast)), Show revival graphics



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Target unit of ability being cast) Equal to WISP2[(Player number of (Owner of (Target unit of ability being cast)))]



Then - Actions




Hero - Instantly revive MAIN_HERO2[(Player number of (Owner of (Target unit of ability being cast)))] at (Position of (Target unit of ability being cast)), Show revival graphics



Else - Actions


Unit - Remove (Target unit of ability being cast) from the game
