Except that the unit never really dies. which means any on death triggers never occur unless you code them that way.
I noticed the new dota clone uses this method, you can tell because your hero is still selected when you die (all be he is hidden and invulnerable)
It can be done using the revive trigger just fine.
simple breakdown of current method:
when hero dies, hide all units in entire map belonging to that player. make a variable unit group = those items.
wait respawn time
create new item for that hero from items in the unit group.
destroy all the old items.
took me a while to figure it out. also make sure your item units are invulnerable or aoe attacks can kill them. unless you have filters set up.
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All this, with only two lines (HABEEB IT):
Event-Unit takes fatal or non-fatal damage. Condition-Triggering damage amount >= Triggering unit current life
You can figure out the rest yourself ;P
Thanks to Zironic who pointed out this most obvious of solutions.
this comes from warcraft 3, where you can prevent any unit from death by such trigger. (check dota, every shield ability have this trigger)
note: dota is not "open source" but you can extact its code with any MPQ editor, there is many things to learn.
what if they're poisoned, and health is being adjusted by behavior/trigger?
@Bernini104: Go
Except that the unit never really dies. which means any on death triggers never occur unless you code them that way.
I noticed the new dota clone uses this method, you can tell because your hero is still selected when you die (all be he is hidden and invulnerable)
It can be done using the revive trigger just fine.
simple breakdown of current method:
when hero dies, hide all units in entire map belonging to that player. make a variable unit group = those items. wait respawn time create new item for that hero from items in the unit group. destroy all the old items.
took me a while to figure it out. also make sure your item units are invulnerable or aoe attacks can kill them. unless you have filters set up.