Recently Ive been using Booleans for my Triggers to work seamlessly however , Theres this either a Respawn Multiple Fire on my Respawn System or Logical Error that occurs per massive kill streak. Can somebody help me?
A hero dies and is supposed to respawn. When many heroes die around the same time, it runs the respawn functions for each dead hero multiple times. Is this a correct assessment?
Okay. The cause is likely because you are referencing "Triggering Unit" after a wait function. Change it to "Owner of [DyingUnit]" (your local variable) instead and see if that helps.
Most of your actions reference "number of players in (playergroup(triggering player))" as an array index. Since the playergroup(triggering player) always only contains one player, this function will always return 1. This also means that The timer that is started and waited for is always Hero Revival[1], which may cause some problems. Using "Triggering Player" as array index should be fine.
Recently Ive been using Booleans for my Triggers to work seamlessly however , Theres this either a Respawn Multiple Fire on my Respawn System or Logical Error that occurs per massive kill streak. Can somebody help me?
@Mugen245: Go
You're going to have to provide a bit more explanation as to what you want help with ;
@BasharTeg: Go
Re Edited First Post.
So here's what I understand:
A hero dies and is supposed to respawn. When many heroes die around the same time, it runs the respawn functions for each dead hero multiple times. Is this a correct assessment?
@BasharTeg: Go
yup , Probably an Editor Limit or stuffs.
Okay. The cause is likely because you are referencing "Triggering Unit" after a wait function. Change it to "Owner of [DyingUnit]" (your local variable) instead and see if that helps.
Most of your actions reference "number of players in (playergroup(triggering player))" as an array index. Since the playergroup(triggering player) always only contains one player, this function will always return 1. This also means that The timer that is started and waited for is always Hero Revival[1], which may cause some problems. Using "Triggering Player" as array index should be fine.