You can also revive units with triggers with this on custom script: "UnitRevive ( unit );" Where unit is the unit you want to revive, use EventUnit() for the triggering unit.
hy i have got two matter .
first
I folowed exactly the tutotrial and i checked everything (aded the unit the -1 and more). It works when my hero die it appear in the altar but, when i click it's just warn me that the revive completed and nothing happen. Why is it do it?
Second: I'm duplicated the archon and the ultralisk as a base of my heroes, but i replaced they name, model icons and everything. But in the revive they still named archon and ultralisk and they have they own icons don't the custom.
oh my god... i did all the tutorial steps backwards and tested the map again and again. the game still chrashed when my hero died.
until i came to the very first step of the tutorial.
i set the death time to +1 instead of -1 , because i didnĀ“t look carefully :-D
Instead of hiding dropped items (mine don't drop when the unit dies - they vanish completely), you can store all of a unit's equipped items with a single set variable trigger on the unit group of their inventory. You can then easily recreate their inventory when they revive.
there is a problem with that, if you recreate items that screws over items that rely on "charges" .. say you make a 3 charge item and the hero dies when the charge is at 1 remaining, When the hero revives it will be back to 3 charges leading to massive abuse of this mediocre at best work around system.
Couple issues with this. I have this working just fine, it revives heroes perfectly, keeps their abilities and experience intact (no idea on the item system though, I haven't added that in yet), but the problem I'm running into with this is one of a 'lives system.' Now, if you use one 'Revive Hero' ability, the lives are linked between heroes (seeing as most maps won't have heroes, there isn't really a problem there), so what I did was made a separate 'Revive Hero' ability for each hero, and set it up that way.
Now the problem with this is that if I put each Hero Revive command on Revive 1 (the first index for the possible 20), only one of the abilities shows up for all 3 commands, despite the fact that they have 3 separate command buttons, and 3 entirely separate abilities. The way I fixed this was to have each ability move from the first line, to another line, so for revive ability 1, I'll use line 1, for revive ability 2, I'll use line 2, for revive ability 3, I'll use line 3.
Now that works fine and dandy, the lives system is separate, but the problem I run into is that when a hero dies, his revive button that is no longer grayed out seems to move to the first Hero Revive Location, so the first ability's charges gets used up. On top of that, if there are multiple heroes dead, let's say all 3, all 3 buttons will show up properly as they should, no longer grayed out, but the only button that can actually be clicked to revive a unit, is the one that uses revive ability 1.
I've moved the abilities to existing structures, messed around with all sorts of values that MIGHT have some small bearing on this, but to be honest, I'm beyond confused.
Anybody have any ideas on how to fix this through the data editor? Or is this another unfortunate Blizzard bug?
I was adding some hero revival triggers to my map recently and found I can use this as the event:
Environment - Player Any Player uses Effect Valerian02a - Apply Incap Behavior
With it setup like this the hero still goes incapacitated and immune, however the trigger only fires when a hero actually dies. Just looking at the trigger debug window you can see it's alot less stressful on the game like this, rather then running every time a unit takes damage or is attacked.
Only real problem is it's a bit harder to find the "triggering unit" with an event like this. So for the first action I also had to set a variable like this:
Variable - Set Hero = (Triggering Effect Unit(Caster))
With that you can reference your hero for moving him to a spawn point or hiding, adding animations, ect... Hope this helps.
I Followed this step-by-step, but the button is there when my hero is alive, but then disappears when my hero dies, and also is confusing my hero with a unit i used to have flagged as a hero. I just have a normal Starcraft hero. Did i do anything wrong?
EDIT: I fixed the Button vanishing after dead silliness. There's an option in the data table listed as Shared Flags with only one option "Disable After Dead" As anyone can imagine, a revive ability is useless if it can't be activated when the unit is dead right? :D
ok, but does anyone know how to fix a problem i have?, i want to make a unit spawn but once spawns it is unavailable to spawn again, and once it dies, it is able to spawn again does anyone know how to do that?
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I used this to revive my heroes thank you :D
hy i have got two matter . first I folowed exactly the tutotrial and i checked everything (aded the unit the -1 and more). It works when my hero die it appear in the altar but, when i click it's just warn me that the revive completed and nothing happen. Why is it do it?
Second: I'm duplicated the archon and the ultralisk as a base of my heroes, but i replaced they name, model icons and everything. But in the revive they still named archon and ultralisk and they have they own icons don't the custom.
hello, something weird happened. i did the tutoial and when my hero dies, the game crashes !!!
i dont know why :(
oh my god... i did all the tutorial steps backwards and tested the map again and again. the game still chrashed when my hero died. until i came to the very first step of the tutorial. i set the death time to +1 instead of -1 , because i didnĀ“t look carefully :-D
now its ok
Instead of hiding dropped items (mine don't drop when the unit dies - they vanish completely), you can store all of a unit's equipped items with a single set variable trigger on the unit group of their inventory. You can then easily recreate their inventory when they revive.
there is a problem with that, if you recreate items that screws over items that rely on "charges" .. say you make a 3 charge item and the hero dies when the charge is at 1 remaining, When the hero revives it will be back to 3 charges leading to massive abuse of this mediocre at best work around system.
Couple issues with this. I have this working just fine, it revives heroes perfectly, keeps their abilities and experience intact (no idea on the item system though, I haven't added that in yet), but the problem I'm running into with this is one of a 'lives system.' Now, if you use one 'Revive Hero' ability, the lives are linked between heroes (seeing as most maps won't have heroes, there isn't really a problem there), so what I did was made a separate 'Revive Hero' ability for each hero, and set it up that way.
Now the problem with this is that if I put each Hero Revive command on Revive 1 (the first index for the possible 20), only one of the abilities shows up for all 3 commands, despite the fact that they have 3 separate command buttons, and 3 entirely separate abilities. The way I fixed this was to have each ability move from the first line, to another line, so for revive ability 1, I'll use line 1, for revive ability 2, I'll use line 2, for revive ability 3, I'll use line 3.
Now that works fine and dandy, the lives system is separate, but the problem I run into is that when a hero dies, his revive button that is no longer grayed out seems to move to the first Hero Revive Location, so the first ability's charges gets used up. On top of that, if there are multiple heroes dead, let's say all 3, all 3 buttons will show up properly as they should, no longer grayed out, but the only button that can actually be clicked to revive a unit, is the one that uses revive ability 1.
I've moved the abilities to existing structures, messed around with all sorts of values that MIGHT have some small bearing on this, but to be honest, I'm beyond confused.
Anybody have any ideas on how to fix this through the data editor? Or is this another unfortunate Blizzard bug?
I was adding some hero revival triggers to my map recently and found I can use this as the event:
Environment - Player Any Player uses Effect Valerian02a - Apply Incap Behavior
With it setup like this the hero still goes incapacitated and immune, however the trigger only fires when a hero actually dies. Just looking at the trigger debug window you can see it's alot less stressful on the game like this, rather then running every time a unit takes damage or is attacked.
Only real problem is it's a bit harder to find the "triggering unit" with an event like this. So for the first action I also had to set a variable like this:
Variable - Set Hero = (Triggering Effect Unit(Caster))
With that you can reference your hero for moving him to a spawn point or hiding, adding animations, ect... Hope this helps.
I Followed this step-by-step, but the button is there when my hero is alive, but then disappears when my hero dies, and also is confusing my hero with a unit i used to have flagged as a hero. I just have a normal Starcraft hero. Did i do anything wrong?
EDIT: I fixed the Button vanishing after dead silliness. There's an option in the data table listed as Shared Flags with only one option "Disable After Dead" As anyone can imagine, a revive ability is useless if it can't be activated when the unit is dead right? :D
what sort of timer is appropriate for revive hero? does the hero lose experience and how do you apply thsechanges
ok, but does anyone know how to fix a problem i have?, i want to make a unit spawn but once spawns it is unavailable to spawn again, and once it dies, it is able to spawn again does anyone know how to do that?