how do i get it to work with a "hero revive" ability. thanks . When i try to do it on a periodic buff ( to simulate auto hero revive), It dont seem to work.
I use a triggered auto hero revive, nothing is wrong with the trigger, however at some points in the game, it loves to ignore the trigger and a hero gets permanently lost, thus why i want to switch over to a data editor hero revive.
I use a trigger revive as well, and did not have a single problem with it yet. My guess would be the error is not in the revive itself, but in your trigger or unit settings. Could you maybe share the trigger?
yea sure, it does not want to work at times (btw how to get a hero to follow a rally point when it revives with this trigger) Anyway It works 99% of the time when reviving heroes, but 1% of the time it fails, and when it does, it seems to fail when lots of stuff going on, so im guessing either this trigger is bad, or sc2 does load shedding, or lag spikes screw triggers up or something.
Unit - Any Unit dies
Local Variables
TriggeringPlayerId = (Owner of (Triggering unit)) <Integer>
TimerWindow = No Timer Window <Timer Window>
DieingHero = (Triggering unit) <Unit>
temp group = (Empty unit group) <Unit Group>
trig_player = (Triggering player) <Integer>
Conditions
((Unit type of DieingHero) is Hero) == true
Actions
Timer - Start GlobalTimer[TriggeringPlayerId] as a One Shot timer that will expire in 35.0 Real Time seconds
Timer - Create a timer window for GlobalTimer[TriggeringPlayerId], with the title "Hero Revive In", using Remaining time (initially Visible)
Variable - Set TimerWindow = (Last created timer window)
Timer - Set time format for TimerWindow to Total Seconds (s)
Timer - Set TimerWindow gap width to 0
Timer - Hide TimerWindow for (All players)
Timer - Show TimerWindow for (Player group(TriggeringPlayerId))
UI - Display "Your Hero will revive in 35 seconds..." for (Player group((Owner of DieingHero))) to Subtitle area
General - Wait 35.0 Real Time seconds
Timer - Destroy TimerWindow
General - If (Conditions) then do (Actions) else do (Actions)
If
(Upgrade / Utility Drone count for player (Owner of DieingHero), counting Queued Or Better) == 1
Then
General - Custom Script: UnitRevive (lv_dieingHero);
Unit - Set DieingHero Life (Percent) to 100.0
Unit - Set DieingHero Energy (Percent) to 42.0
Unit - Move DieingHero instantly to ((Start location of player trig_player) offset by (-2.0, -2.0)) (No Blend)
Actor - Attach Blink Stop Model to Overhead on DieingHero
Sound - Play Stalker_Blink for (All players) on DieingHero with Z offset 0.0 (at 600.0% volume, skip the first 0.0 seconds)
UI - Display "Your hero has been revived !!" for (Player group((Owner of DieingHero))) to Subtitle area
General - Wait 1.0 Game Time seconds
Actor - Kill actor model (Last created actor)
Else
Can you select your trigger in the edit post window, then press the "Code" button? Makes it easer to read.
I didn't read the trigger, its long... Just one small suggestion: Check the "Death Time" of all your heroes - make sure its longer than your trigger waits, i guess lagspikes force the trigger to run a bit too slow and exceed the death time, and therefore the unit is lost? If not, then it might have something to do with the trigger..
Recommended death time for all heros should be -1 ;)
Trigger seems okay, basically its just a local variable set to triggering unit, wait 35 seconds, then revive + some extra junk, it seems. I could see no reason, why it should fail. I don't know exactly, what the if- condition checks, though. I suppose, it is there for a reason, are you sure, this check is correct?
death time has always been infinite , im not a novice here , my map is like 5 months old and on top of every popularity list on bnet, however these complaints have always come such as this -> http://www.zealotfrenzy.com/viewtopic.php?f=22&t=1005 , hence why i know the trigger is supposed to work, but it simply isnt 100% of the time which is totally baffling . BTW what i also know from watching the replays of this bug happen, is that the "if " part of the trigger after the wait is not the reason for it failing, because the display text marked before the wait doesnt show. So i can clearly see that the trigger is simply refusing to fire at these very rare instances.
Thats why i want a data editor solution for auto hero revive, i try getting the effect "issue order" to revive a hero automatically on a peridoic behaviour buff, but i cant seem to get that to work (issue order has the revive ability linked up inside) .Any ideas?
how do i get it to work with a "hero revive" ability. thanks . When i try to do it on a periodic buff ( to simulate auto hero revive), It dont seem to work.
I use a triggered auto hero revive, nothing is wrong with the trigger, however at some points in the game, it loves to ignore the trigger and a hero gets permanently lost, thus why i want to switch over to a data editor hero revive.
I use a trigger revive as well, and did not have a single problem with it yet. My guess would be the error is not in the revive itself, but in your trigger or unit settings. Could you maybe share the trigger?
yea sure, it does not want to work at times (btw how to get a hero to follow a rally point when it revives with this trigger) Anyway It works 99% of the time when reviving heroes, but 1% of the time it fails, and when it does, it seems to fail when lots of stuff going on, so im guessing either this trigger is bad, or sc2 does load shedding, or lag spikes screw triggers up or something.
Unit - Any Unit dies
Local Variables
TriggeringPlayerId = (Owner of (Triggering unit)) <Integer>
TimerWindow = No Timer Window <Timer Window>
DieingHero = (Triggering unit) <Unit>
temp group = (Empty unit group) <Unit Group>
trig_player = (Triggering player) <Integer>
Conditions
((Unit type of DieingHero) is Hero) == true
Actions
Timer - Start GlobalTimer[TriggeringPlayerId] as a One Shot timer that will expire in 35.0 Real Time seconds
Timer - Create a timer window for GlobalTimer[TriggeringPlayerId], with the title "Hero Revive In", using Remaining time (initially Visible)
Variable - Set TimerWindow = (Last created timer window)
Timer - Set time format for TimerWindow to Total Seconds (s)
Timer - Set TimerWindow gap width to 0
Timer - Hide TimerWindow for (All players)
Timer - Show TimerWindow for (Player group(TriggeringPlayerId))
UI - Display "Your Hero will revive in 35 seconds..." for (Player group((Owner of DieingHero))) to Subtitle area
General - Wait 35.0 Real Time seconds
Timer - Destroy TimerWindow
General - If (Conditions) then do (Actions) else do (Actions)
If
(Upgrade / Utility Drone count for player (Owner of DieingHero), counting Queued Or Better) == 1
Then
General - Custom Script: UnitRevive (lv_dieingHero);
Unit - Set DieingHero Life (Percent) to 100.0
Unit - Set DieingHero Energy (Percent) to 42.0
Unit - Move DieingHero instantly to ((Start location of player trig_player) offset by (-2.0, -2.0)) (No Blend)
Actor - Attach Blink Stop Model to Overhead on DieingHero
Sound - Play Stalker_Blink for (All players) on DieingHero with Z offset 0.0 (at 600.0% volume, skip the first 0.0 seconds)
UI - Display "Your hero has been revived !!" for (Player group((Owner of DieingHero))) to Subtitle area
General - Wait 1.0 Game Time seconds
Actor - Kill actor model (Last created actor)
Else
Can you select your trigger in the edit post window, then press the "Code" button? Makes it easer to read.
I didn't read the trigger, its long... Just one small suggestion: Check the "Death Time" of all your heroes - make sure its longer than your trigger waits, i guess lagspikes force the trigger to run a bit too slow and exceed the death time, and therefore the unit is lost? If not, then it might have something to do with the trigger..
Recommended death time for all heros should be -1 ;)
Trigger seems okay, basically its just a local variable set to triggering unit, wait 35 seconds, then revive + some extra junk, it seems. I could see no reason, why it should fail. I don't know exactly, what the if- condition checks, though. I suppose, it is there for a reason, are you sure, this check is correct?
death time has always been infinite , im not a novice here , my map is like 5 months old and on top of every popularity list on bnet, however these complaints have always come such as this
-> http://www.zealotfrenzy.com/viewtopic.php?f=22&t=1005 , hence why i know the trigger is supposed to work, but it simply isnt 100% of the time which is totally baffling . BTW what i also know from watching the replays of this bug happen, is that the "if " part of the trigger after the wait is not the reason for it failing, because the display text marked before the wait doesnt show. So i can clearly see that the trigger is simply refusing to fire at these very rare instances.Thats why i want a data editor solution for auto hero revive, i try getting the effect "issue order" to revive a hero automatically on a peridoic behaviour buff, but i cant seem to get that to work (issue order has the revive ability linked up inside) .Any ideas?