Running into a respawn issue on my map. When a player is killed, they are not respawning at all.
Hero Respawn
Events
Unit - Any Unit dies
Local Variables
Kills = 0 <Integer[6]>
Conditions
((Unit type of (Triggering unit)) is Hero) == True
Actions
General - Wait 5.0 Game Time seconds
Unit - Create 1 (Unit type of (Triggering unit)) for player Kills[0] at (Start location of player Kills[0]) using point facing (No Options)
Any thoughts? I tried grouping all the "Hero" units in a player group, but when they respawned they weren't player controlled. Lastly, if anyone knows how to make them spawn at random points besides their start location ( to avoid camping) that would be awesome. Thanks!
Did you check out onetwoSC's tutorials he has 2 on reviving (I use the old one but its your choice) and if you follow them they work (never tried the newer one but it should work)
I am sorry but I am having some weird problem trying to copy my revival trigger but you can always try the one I gave you the link to ,it should work i think. Sorry again.
Just don't let the unit die in the first place. If you let the unit die you have to retrain all of its abilities and give it back any items it had.
Instead, just give it a behavior with a fatal damage response that negates the damage and has an effect or runs a trigger to perform any respawn actions you want.
Death Time set to 1000 currently stores the Dead Unit visually invisible without Disappearing while UnitRevive (lv_) triggers the respawning of the Stored Unit and it can also be used for mobs and Buytime functionality 100 times better than Valerian02
Death Time set to 1000 currently stores the Dead Unit visually invisible without Disappearing while UnitRevive (lv_) triggers the respawning of the Stored Unit and it can also be used for mobs and Buytime functionality 100 times better than Valerian02
Death Time set to 1000 currently stores the Dead Unit visually invisible without Disappearing while UnitRevive (lv_) triggers the respawning of the Stored Unit and it can also be used for mobs and Buytime functionality 100 times better than Valerian02
Respawn Shield behavior has the damage response and applies the Respawn behavior. When Respawn behavior activates, trigger activates to respawn the unit.
I gave the specified units the behaviors (respawn and respawn shield). They ended up not dieing with Respawn Shield on, but while off they died and didn't respawn. I am using your trigger as well, which looks like it should be fine out of the box? Thoughts? Need any info from me?
I made it this far, but I am getting errors with respawning
Events
Unit - Any Unit dies
Local Variables
KilledUnit = (Triggering unit) <Unit>
unit group temp = (Empty unit group) <Unit Group>
Conditions
((Unit type of (Triggering unit)) is Hero) == True
Actions
Variable - Set KilledUnit = (Triggering unit)
Unit Group - Pick each unit in (Any units in (Region((Position of (Triggering unit)), 0.1)) owned by player Any Player matching Excluded: Missile,
Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to unit group temp
Unit - Hide (Picked unit)
General - Wait 5.0 Game Time seconds
Unit - Revive (Triggering unit)
Unit - Move KilledUnit instantly to (Start location of player (Owner of KilledUnit)) (No Blend)
The only one that you're supposed to put on the unit is the Respawn Shield. Respawn Shield will apply Respawn to the unit when they take fatal damage. Then you use a trigger to catch the activation of the Respawn behavior, not the unit dying. The unit can't die.
Unit - (Unit 1 from Heroes ) takes Fatal Any damage (from Any effects)
Local Variables
Conditions
Actions
Unit - Revive (Triggering unit)
Unit - Move (Triggering unit) instantly to Start Location 001 (No Blend)
Unit - Hide (Triggering unit)
Camera - Pan the camera for player 1 to (Center of Region 001) over 5.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration, and Do
Not use smart panning
General - Wait 5.0 Game Time seconds
Unit - Show (Triggering unit)
Unit - Set (Triggering unit) Life to ((Triggering unit) Maximum Life (Current))
Unit - Set (Triggering unit) Energy to ((Triggering unit) Maximum Energy (Current))
It's working very well and I haven't had any problems. My issue now is it's a 6 player map, but if only 2 people join, the map still spawns all 6 marines.... thoughts?
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Running into a respawn issue on my map. When a player is killed, they are not respawning at all.
Hero Respawn
Events
Unit - Any Unit dies
Local Variables
Kills = 0 <Integer[6]>
Conditions
((Unit type of (Triggering unit)) is Hero) == True
Actions
General - Wait 5.0 Game Time seconds
Unit - Create 1 (Unit type of (Triggering unit)) for player Kills[0] at (Start location of player Kills[0]) using point facing (No Options)
Any thoughts? I tried grouping all the "Hero" units in a player group, but when they respawned they weren't player controlled. Lastly, if anyone knows how to make them spawn at random points besides their start location ( to avoid camping) that would be awesome. Thanks!
I'm not sure why you're using this 'kills' local variable. You can use triggering player, or owner of triggering unit, to get the player you want.
Did you check out onetwoSC's tutorials he has 2 on reviving (I use the old one but its your choice) and if you follow them they work (never tried the newer one but it should work)
@pokenoufl: Go
Do you have a link to that? The one I saw was Valenerra effect or whatever.
this should work good luck (it says it is outdated but it still is good)
I am still going to check if this is the one I used ill tell you in 2 minutes
Edit: this is not what I used, i frankly have no idea where I got mine but if you want i can make a map with it and give it to you.
I am sorry but I am having some weird problem trying to copy my revival trigger but you can always try the one I gave you the link to ,it should work i think. Sorry again.
@bigredalpha: Go
Just don't let the unit die in the first place. If you let the unit die you have to retrain all of its abilities and give it back any items it had.
Instead, just give it a behavior with a fatal damage response that negates the damage and has an effect or runs a trigger to perform any respawn actions you want.
Or use a Custom Script UnitRevive (lv_); with Death Time 1000
@MasterWrath: Go
I do like that way, as it would help with future Maps. Have an example of such a thing? This map is very simple:
Player with the highest kill count after 10 minutes wins, but it's an FFA map - hence the respawning.
Also, is Valerian02a, what you're referring to?
@Mugen245: Go
Being new to map editing, I am not familiar with CustomScripts such as this. How would this work?
Death Time set to 1000 currently stores the Dead Unit visually invisible without Disappearing while UnitRevive (lv_) triggers the respawning of the Stored Unit and it can also be used for mobs and Buytime functionality 100 times better than Valerian02
Death Time set to 1000 currently stores the Dead Unit visually invisible without Disappearing while UnitRevive (lv_) triggers the respawning of the Stored Unit and it can also be used for mobs and Buytime functionality 100 times better than Valerian02
Death Time set to 1000 currently stores the Dead Unit visually invisible without Disappearing while UnitRevive (lv_) triggers the respawning of the Stored Unit and it can also be used for mobs and Buytime functionality 100 times better than Valerian02
@bigredalpha: Go
Set up the respawn system.
Respawn Shield behavior has the damage response and applies the Respawn behavior. When Respawn behavior activates, trigger activates to respawn the unit.
@Mugen245: Go
I get an error whenever I do this. If I remove the Death Time, it doesn't error but doesn't work.
@MasterWrath: Go
I gave the specified units the behaviors (respawn and respawn shield). They ended up not dieing with Respawn Shield on, but while off they died and didn't respawn. I am using your trigger as well, which looks like it should be fine out of the box? Thoughts? Need any info from me?
@MasterWrath: Go
I made it this far, but I am getting errors with respawning
Events
Unit - Any Unit dies
Local Variables
KilledUnit = (Triggering unit) <Unit>
unit group temp = (Empty unit group) <Unit Group>
Conditions
((Unit type of (Triggering unit)) is Hero) == True
Actions
Variable - Set KilledUnit = (Triggering unit)
Unit Group - Pick each unit in (Any units in (Region((Position of (Triggering unit)), 0.1)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to unit group temp
Unit - Hide (Picked unit)
General - Wait 5.0 Game Time seconds
Unit - Revive (Triggering unit)
Unit - Move KilledUnit instantly to (Start location of player (Owner of KilledUnit)) (No Blend)
@bigredalpha: Go
The only one that you're supposed to put on the unit is the Respawn Shield. Respawn Shield will apply Respawn to the unit when they take fatal damage. Then you use a trigger to catch the activation of the Respawn behavior, not the unit dying. The unit can't die.
I suggest that you examine the trigger I set up in my demo.
@MasterWrath: Go
I ended up making this for each player:
Events
Unit - (Unit 1 from Heroes ) takes Fatal Any damage (from Any effects)
Local Variables
Conditions
Actions
Unit - Revive (Triggering unit)
Unit - Move (Triggering unit) instantly to Start Location 001 (No Blend)
Unit - Hide (Triggering unit)
Camera - Pan the camera for player 1 to (Center of Region 001) over 5.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration, and Do Not use smart panning
General - Wait 5.0 Game Time seconds
Unit - Show (Triggering unit)
Unit - Set (Triggering unit) Life to ((Triggering unit) Maximum Life (Current))
Unit - Set (Triggering unit) Energy to ((Triggering unit) Maximum Energy (Current))
It's working very well and I haven't had any problems. My issue now is it's a 6 player map, but if only 2 people join, the map still spawns all 6 marines.... thoughts?