I have been trying to figure this out for several hours now, watching several videos and typing in hero revive into the search.
I would like a Traditional MOBA hero revive system for my game. Items are not important, but stats and buffs are.
I tried this trigger written by someone else. But when my 'marine' based hero revives, he revives without any of his stats, infact it just revives a regular marine
Im thinking I need to change the data somehow but im not sure
Events
Unit - Any Unit dies
Global Variables
Respawn Timer = (New timer) <Timer>
Local Variables
Dead Hero Revival = (Triggering unit) <Unit>
Conditions
((Unit type of (Triggering unit)) is Hero) == true
Actions
Timer - Start Respawn Timer as a One Shot timer that will expire in 10.0 Real Time seconds
Timer - Create a timer window for (Last started timer), with the title (Name of player (Triggering player)), using Remaining time (initially Visible)
General - Wait 10.0 Real Time seconds
Timer - Destroy (Last created timer window)
General - Custom Script: UnitRevive(lv_deadHeroRevival);
Unit - Set Dead Hero Revival Life (Percent) to 100.0
Unit - Set Dead Hero Revival Energy (Percent) to 20.0
Unit - Set Dead Hero Revival Shields (Percent) to 100.0
Unit - Move Dead Hero Revival instantly to (Center of Hero Revival)(No Blend)
Camera - Pan the camera for player (Triggering player) to (Center of Hero Revival) over 2.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration and Do use Smart Panning
Hello friends,
I have been trying to figure this out for several hours now, watching several videos and typing in hero revive into the search. I would like a Traditional MOBA hero revive system for my game. Items are not important, but stats and buffs are.
I tried this trigger written by someone else. But when my 'marine' based hero revives, he revives without any of his stats, infact it just revives a regular marine
Im thinking I need to change the data somehow but im not sure
Events Unit - Any Unit dies
Global Variables Respawn Timer = (New timer) <Timer>
Local Variables Dead Hero Revival = (Triggering unit) <Unit>
Conditions ((Unit type of (Triggering unit)) is Hero) == true
Actions Timer - Start Respawn Timer as a One Shot timer that will expire in 10.0 Real Time seconds Timer - Create a timer window for (Last started timer), with the title (Name of player (Triggering player)), using Remaining time (initially Visible) General - Wait 10.0 Real Time seconds Timer - Destroy (Last created timer window) General - Custom Script: UnitRevive(lv_deadHeroRevival); Unit - Set Dead Hero Revival Life (Percent) to 100.0 Unit - Set Dead Hero Revival Energy (Percent) to 20.0 Unit - Set Dead Hero Revival Shields (Percent) to 100.0 Unit - Move Dead Hero Revival instantly to (Center of Hero Revival)(No Blend) Camera - Pan the camera for player (Triggering player) to (Center of Hero Revival) over 2.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration and Do use Smart Panning
mark all buffs (attributes) as "active while dead" (there is a flag for that on the buffs)
What about the hero levels and the stat points gained, the hero model size? all of that gets reset and revives a standard marine
on your hero unit is a field which determines as which unit it is revived, it's prolly set to marine
You solved my problem, thank you FunkyUserNarr!
this cant be true
@FunkyUserName: Go
You must accept your name!