Undieable System

This bundle is marked as approved. It works and satisfies the submission rules.
+ This system will allow you to make a unit undieable. When a unit die instead of it die immediately, it will have a revive bar and do death animation .......

+ Trigger:

  • US Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Create US Hashtable --------
      • Hashtable - Create a hashtable
      • Set US_Hashtable = (Last created hashtable)
      • -------- Set time interval in Looping Trigger --------
      • Set US_TimeInterval = 0.03
      • Trigger - Add to US Loop <gen> the event (Time - Every US_TimeInterval seconds of game time)
      • -------- Set size and color of Reviving Bar --------
      • Set US_BarColor = |cffffcc00
      • Set US_BarSize = 5.50
  • US Add Unit
    • Events
    • Conditions
    • Actions
      • Unit Group - Add US_Unit to US_Group
      • Set US_ID = (Custom value of US_Unit)
      • Hashtable - Save US_ReviveTime as US_ID of 0 in US_Hashtable
      • Set US_Player = (Owner of US_Unit)
      • Custom script: if udg_US_Player == GetLocalPlayer() then
      • Floating Text - Create floating text that reads above US_Unit with Z offset -5.50, using font size US_BarSize, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Hashtable - Save Handle Of(Last created floating text) as US_ID of 2 in US_Hashtable
      • Hashtable - Save US_SFX[1] as US_ID of 3 in US_Hashtable
      • Hashtable - Save US_SFX[2] as US_ID of 4 in US_Hashtable
      • Custom script: endif
      • Set US_SFX[1] = <Empty String>
      • Set US_SFX[2] = <Empty String>
      • Custom script: call SaveReal(udg_US_Hashtable, udg_US_ID, 6, GetLocationX(udg_US_ReviveLoc))
      • Custom script: call SaveReal(udg_US_Hashtable, udg_US_ID, 7, GetLocationY(udg_US_ReviveLoc))
      • Set US_Unit = No unit
  • US Set Damage
    • Events
      • Game - DamageModifierEvent becomes Equal to 1.00
    • Conditions
      • DamageEventOverride Equal to False
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DamageEventTarget is in US_Group) Equal to True
          • DamageEventAmount Greater than or equal to (Life of DamageEventTarget)
        • Then - Actions
          • Set DamageEventAmount = 0.00
          • -------- Action do when a unit die (fake dying) --------
          • Set US_Unit = DamageEventTarget
          • Set US_ID = (Custom value of US_Unit)
          • Hashtable - Save (Load US_ID of 0 from US_Hashtable) as US_ID of 1 in US_Hashtable
          • Unit - Make US_Unit Invulnerable
          • Unit - Pause US_Unit
          • Animation - Play US_Unit's death animation
          • Special Effect - Create a special effect attached to the origin of US_Unit using (Load US_ID of 3 from US_Hashtable)
          • Hashtable - Save Handle Of(Last created special effect) as US_ID of 5 in US_Hashtable
          • Unit Group - Add US_Unit to US_DyingGroup
          • -------- ================ --------
          • Set US_Event = 1.00
          • Set US_Event = 0.00
        • Else - Actions
          • Set US_Event = 0.00
  • US Loop
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in US_DyingGroup and do (Actions)
        • Loop - Actions
          • Set US_Unit = (Picked unit)
          • Set US_ID = (Custom value of US_Unit)
          • Set US_ReviveTime = (Load US_ID of 0 from US_Hashtable)
          • Set US_Time = (Load US_ID of 1 from US_Hashtable)
          • Set US_Time = (US_Time - US_TimeInterval)
          • Hashtable - Save US_Time as US_ID of 1 in US_Hashtable
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • US_Time Greater than 0.00
            • Then - Actions
              • -------- Action do when a unit is in reviving time. --------
              • Set US_String = US_BarColor
              • For each (Integer US_Int) from 1 to (100 - (Integer(((US_Time x 100.00) / US_ReviveTime)))), do (Actions)
                • Loop - Actions
                  • Set US_String = (US_String + |)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((100 - (Integer(((100.00 x US_Time) / US_ReviveTime)))) mod 2) Equal to 1
                • Then - Actions
                  • Set US_String = (US_String + ||r)
                • Else - Actions
                  • Set US_String = (US_String + |r|)
              • For each (Integer US_Int) from 1 to (Integer(((US_Time x 100.00) / US_ReviveTime))), do (Actions)
                • Loop - Actions
                  • Set US_String = (US_String + |)
              • Custom script: if udg_US_Player == GetLocalPlayer() then
              • Floating Text - Change text of (Load US_ID of 2 in US_HashtableIf the label is not found, this function returns NULL.) to US_String using font size US_BarSize
              • Floating Text - Change the position of (Load US_ID of 2 in US_HashtableIf the label is not found, this function returns NULL.) to US_Unit with Z offset -5.50
              • Custom script: endif
              • Set US_String = <Empty String>
              • -------- ================ --------
              • Set US_Event = 1.50
              • Set US_Event = 0.00
            • Else - Actions
              • -------- Action do when a unit revive --------
              • Custom script: call SetUnitX(udg_US_Unit, LoadReal(udg_US_Hashtable, udg_US_ID,6))
              • Custom script: call SetUnitY(udg_US_Unit, LoadReal(udg_US_Hashtable, udg_US_ID,7))
              • Special Effect - Create a special effect attached to the origin of US_Unit using (Load US_ID of 4 from US_Hashtable)
              • Special Effect - Destroy (Last created special effect)
              • Unit - Make US_Unit Vulnerable
              • Unit - Unpause US_Unit
              • Unit - Set life of US_Unit to 100.00%
              • Unit - Set mana of US_Unit to 100.00%
              • Animation - Reset US_Unit's animation
              • Special Effect - Destroy (Load US_ID of 5 in US_Hashtable)
              • Set US_String = <Empty String>
              • Custom script: if udg_US_Player == GetLocalPlayer() then
              • Floating Text - Change text of (Load US_ID of 2 in US_HashtableIf the label is not found, this function returns NULL.) to US_String using font size US_BarSize
              • Floating Text - Change the position of (Load US_ID of 2 in US_HashtableIf the label is not found, this function returns NULL.) to US_Unit with Z offset -5.50
              • Custom script: endif
              • Unit Group - Remove US_Unit from US_DyingGroup
              • -------- ================ --------
              • Set US_Event = 2.00
              • Set US_Event = 0.00


+ HOW TO USE:

  • US Test Add Unit
    • Set US_Unit = Footman 0000 <gen>
    • Set US_ReviveTime = 5.00
    • Set US_SFX[1] = Abilities\Spells\Orc\Reincarnation\ReincarnationTarget.mdl
    • Set US_SFX[2] = Abilities\Spells\Other\Awaken\Awaken.mdl
    • Set US_ReviveLoc = (Center of (Playable map area))
    • Trigger - Run US Add Unit <gen> (checking conditions)


  • Game - US_Event becomes Equal to 1.00
-> When a unit die (fake dying)
  • Game - US_Event becomes Equal to 1.50
-> A Unit is in reviving time.
  • Game - US_Event becomes Equal to 2.00
-> A unit revive.

+

- Change almost code.

+

- Use SetUnitX(udg_unit, LoadReal(...)) and SetUnitY(udg_unit, LoadReal(...)) instead of create a location by loading the coordinates from the hashtable and passing them to Point(x, y).
- Run code before Set US_Event.
- Fix some minor codes.

+ Credit: Bribe (Damage Engine and GUI Unit Indexer)

Keywords:
die, death, dead, undieable, system, btdonald
Contents

UNDIEABLE SYSTEM (Map)

Reviews
18:41, 23rd Aug 2012 Magtheridon96:
Level 8
Joined
Aug 7, 2009
Messages
380
It would be even nicer if user can edit things (easily) such as:
Percentage/amount of hitpoints the dead unit's animation has
percentage/amount of hp the unit has after its revived
But i can see uppoints of your system:
original
special effects
easy configurable
hashtables
For voting, i give: 4.5 (Since there's no 4.5, i voted 4)
Thanks, it was useful for me
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
I think Reincarnation CD 0 would do mostly the same thing but oh well. I dunno.

Also Immortal would be better than undieable
 
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