Hi guys, I wasn't sure if this post should go in the forums as a trigger or data issue... hopefully it's not both :( My issue is I am using the valerian02incapacitated behavior to revive my heroes. However, through something I've done over the past few weeks, my revive has stopped working and on map initialization the Heroes start ("Dead" or incapacitated) and after 20 seconds (how long it takes my revive to cycle) the heroes all appear and are fully functional. I also must add that I have a few minutes of opening cinematic and the Heroes start as neutral units. After a player picks a Hero it is then transferred over to triggering player's ownership. So until I disabled the cutscenes for testing purposes, I was unaware that they were spawning "Dead."
I have every Hero's Unit Attribute (Heroic) set, and they are all flagged as Hero.
I am going to link my Hero Revive trigger for player 1 below, in hopes that something in there is messed up... (player 2 and 3 are adjusted, felt no need to link them. Also... I see a lot of people posting triggers much cleaner than I am, forgive my mess, it's the only way I know how. If anyone could tell me how to post them better it would be much appreciated. ;)
I also will link a screenshot of my hero mid-revive cooldown about 10 seconds after map startup. -please help!
Hero Death Player 1
Events
Unit - Any Unit is attacked
Local Variables
Dying Hero = (Triggering unit) <Unit>
Actor = No Actor <Actor>
Conditions
And
Conditions
((Unit type of Dying Hero) is Hero) == true
(Dying Hero has Valerian02a - Incapacitated) == true
(Triggering player) == 1
Actions
Actor - Create actor model Protoss Spirit Death at point (Position of Dying Hero)
Actor - Send message "AnimPlay Death Death" to actor (Last created actor)
Variable - Set Actor = (Last created actor)
Actor - Send message "SetMinimapVisibility" to actor (Actor for Dying Hero)
Actor - Send message "SetVisibility" to actor (Actor for Dying Hero)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Dying Hero is selected by player (Owner of Dying Hero)) == true
Then
Unit Selection - Deselect all units for player (Owner of Dying Hero)
Else
UI - Display "You are dead. You will revive in 2..." for (Player group((Owner of Dying Hero))) to Subtitle area
General - Wait 3.0 Game Time seconds
Actor - Send message "Destroy" to actor Actor
General - Wait 16.0 Game Time seconds
Unit - Move Dying Hero instantly to Respawn Point (No Blend)
Actor - Send message "SetMinimapVisibility 1" to actor (Actor for Dying Hero)
Actor - Send message "SetVisibility 1" to actor (Actor for Dying Hero)
General - Wait 1.0 Game Time seconds
Timer - Start Camera Control Timer as a One Shot timer that will expire in 0.5 Real Time seconds
Camera - Pan the camera for player (Owner of Dying Hero) to Respawn Point over 1.0 seconds with
100% initial velocity, 0% deceleration, and Do Not use smart panning
Unit Selection - Select Dying Hero for player (Owner of Dying Hero)
Well, in the data editor I select my hero and go to Behaviors - Behaviors + and add (Valerian02a - Incapacitated). and that's pretty much all I did to it besides change the cooldown time. For lack of a better way to show anyone, because the data editor is the bane of my existence... I will link my map. Please feel free to go in and take a look at my heroes. (They are still very early in the creation process, lot of work to do.) This is a mythology rpg, so the selectable heroes are:
Hi guys, I wasn't sure if this post should go in the forums as a trigger or data issue... hopefully it's not both :( My issue is I am using the valerian02incapacitated behavior to revive my heroes. However, through something I've done over the past few weeks, my revive has stopped working and on map initialization the Heroes start ("Dead" or incapacitated) and after 20 seconds (how long it takes my revive to cycle) the heroes all appear and are fully functional. I also must add that I have a few minutes of opening cinematic and the Heroes start as neutral units. After a player picks a Hero it is then transferred over to triggering player's ownership. So until I disabled the cutscenes for testing purposes, I was unaware that they were spawning "Dead."
I have every Hero's Unit Attribute (Heroic) set, and they are all flagged as Hero.
I am going to link my Hero Revive trigger for player 1 below, in hopes that something in there is messed up... (player 2 and 3 are adjusted, felt no need to link them. Also... I see a lot of people posting triggers much cleaner than I am, forgive my mess, it's the only way I know how. If anyone could tell me how to post them better it would be much appreciated. ;) I also will link a screenshot of my hero mid-revive cooldown about 10 seconds after map startup. -please help!
Hero Death Player 1
Events
Unit - Any Unit is attacked
Local Variables
Dying Hero = (Triggering unit) <Unit>
Actor = No Actor <Actor>
Conditions
And
Conditions
((Unit type of Dying Hero) is Hero) == true
(Dying Hero has Valerian02a - Incapacitated) == true
(Triggering player) == 1
Actions
Actor - Create actor model Protoss Spirit Death at point (Position of Dying Hero)
Actor - Send message "AnimPlay Death Death" to actor (Last created actor)
Variable - Set Actor = (Last created actor)
Actor - Send message "SetMinimapVisibility" to actor (Actor for Dying Hero)
Actor - Send message "SetVisibility" to actor (Actor for Dying Hero)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Dying Hero is selected by player (Owner of Dying Hero)) == true
Then
Unit Selection - Deselect all units for player (Owner of Dying Hero)
Else
UI - Display "You are dead. You will revive in 2..." for (Player group((Owner of Dying Hero))) to Subtitle area
General - Wait 3.0 Game Time seconds
Actor - Send message "Destroy" to actor Actor
General - Wait 16.0 Game Time seconds
Unit - Move Dying Hero instantly to Respawn Point (No Blend)
Actor - Send message "SetMinimapVisibility 1" to actor (Actor for Dying Hero)
Actor - Send message "SetVisibility 1" to actor (Actor for Dying Hero)
General - Wait 1.0 Game Time seconds
Timer - Start Camera Control Timer as a One Shot timer that will expire in 0.5 Real Time seconds
Camera - Pan the camera for player (Owner of Dying Hero) to Respawn Point over 1.0 seconds with
100% initial velocity, 0% deceleration, and Do Not use smart panning
Unit Selection - Select Dying Hero for player (Owner of Dying Hero)
The trigger looks good (Go OneTwo :-P).
It might be a data issue as well: What behaviour do you add to your units? And how?
Is your revive trigger actually triggered? Or do your heros just start incapacitated?
Greetings
Your problem is not in this trigger. You can stop going through it as soon as you see
Events
Unit - Any Unit is attacked
There is no way this would affect your units to start with unless your units get one shotted the second they spawn on the map.
How are you creating these unit to start with? Thats the area causing the problem.
Well, in the data editor I select my hero and go to Behaviors - Behaviors + and add (Valerian02a - Incapacitated). and that's pretty much all I did to it besides change the cooldown time. For lack of a better way to show anyone, because the data editor is the bane of my existence... I will link my map. Please feel free to go in and take a look at my heroes. (They are still very early in the creation process, lot of work to do.) This is a mythology rpg, so the selectable heroes are:
1. Hermes 2. Dionysus 3. Aphrodite 4. Athena 5. Apollo 6. Artemis 7. Ares
and yes, thank you very much for all ur help OneTwo. ;)