I'm using Stetman as hero and want him to revive as long as the player has enough lives, if not the game should end (like Mario).
I tried around and can't seem to get it done.
If I give him the Valerian Death Prevention/Incapacitated behaviors, he will always revive but if he does not have them, he will not revive at all.
I also want him to revive at most 1 second after the death animation ends, not after the 15 or so seconds the Valerian incapacitation lasts.
may i ask...
how do i do custom script and wat type of variable is the lives set to? ex: integer , camera etc...
and wat is the
Set (Lives) to ((Lives) - 1) element? ex: shake camera, unit dies, etc...
got lost there lol
This does nothing. Neither the custom script nor replicating the effect with ui actions work.
In fact, the custom script only gives me errors even when replacing your line about health increase with actual code copied from an action viewed as raw data.
In the first place it seems the game will not let me actually revive a unit that does not have Valerian death prevention. Thus it's vital to know which behaviors the unit needs.
To bruno, custom script is an action you can can choose for any trigger and lives is of course an integer value (like in any Mario game).
It works, however, this way:
Revive 2
Events
Unit - Any Unit dies
Local Variables
Conditions
(Unit type of (Triggering unit)) == (Unit type of HERO)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Lives > 0
Then
Point - Move revive hero To (Position of HERO)
Sound - Play NukePack_StandWorkStart for (All players) on (Triggering unit) with Z offset 0.0 (at 150.0% volume, skip the first 0.0 seconds)
General - Wait 4.0 Real Time seconds
Unit - Create 1 The Dude (Unit) for player 1 at revive hero facing 270.0 degrees (No Options)
Variable - Modify Lives: - 1
Else
Game - End game in Defeat for player 1 (Show dialogs, Show score screen)
well, the reviving part and not reviving parts work. The game over part doesn't work at all.
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I'm using Stetman as hero and want him to revive as long as the player has enough lives, if not the game should end (like Mario). I tried around and can't seem to get it done. If I give him the Valerian Death Prevention/Incapacitated behaviors, he will always revive but if he does not have them, he will not revive at all.
I also want him to revive at most 1 second after the death animation ends, not after the 15 or so seconds the Valerian incapacitation lasts.
In the data editor, give him a large enough "Death Time".
Lives is your variable for how many lives are left
@TheAlmaity: Go
may i ask... how do i do custom script and wat type of variable is the lives set to? ex: integer , camera etc... and wat is the Set (Lives) to ((Lives) - 1) element? ex: shake camera, unit dies, etc... got lost there lol
This does nothing. Neither the custom script nor replicating the effect with ui actions work. In fact, the custom script only gives me errors even when replacing your line about health increase with actual code copied from an action viewed as raw data.
In the first place it seems the game will not let me actually revive a unit that does not have Valerian death prevention. Thus it's vital to know which behaviors the unit needs.
To bruno, custom script is an action you can can choose for any trigger and lives is of course an integer value (like in any Mario game).
@Lakshun: Go
ohhhhh well in that case ill leave my custom game the way it is lol this wood improve it a bit though ( cuz i dnt want infinite revives )
@Lakshun: Go
It works, but the custom script was wrong:
lv for local varialble. And don't use capital letters for your variable.
No, that does nothing either.
It works, however, this way: Revive 2 Events Unit - Any Unit dies Local Variables Conditions (Unit type of (Triggering unit)) == (Unit type of HERO) Actions General - If (Conditions) then do (Actions) else do (Actions) If Lives > 0 Then Point - Move revive hero To (Position of HERO) Sound - Play NukePack_StandWorkStart for (All players) on (Triggering unit) with Z offset 0.0 (at 150.0% volume, skip the first 0.0 seconds) General - Wait 4.0 Real Time seconds Unit - Create 1 The Dude (Unit) for player 1 at revive hero facing 270.0 degrees (No Options) Variable - Modify Lives: - 1 Else Game - End game in Defeat for player 1 (Show dialogs, Show score screen)
well, the reviving part and not reviving parts work. The game over part doesn't work at all.