Then
Display Text ("Your Hero Has Revived")
Wait 1.65 Game Time
Stop All Instances of (Hero Revival Trigger)
Else
Display Text (Combine Text (Value01[Var"HeroRevivalTill"]_(Text With Color (Combine Text[Convert Integer to Text(Var"Timer Count")]_(Combine Text[Value01"/"]_[Convert Integer to Text(Var"Timer Count Max")Combine Text(Var"Seconds Left")])))
(Map Rip Off Mine)
[SOON Unit Limit Spawn using Integer then Stops it.]
Why not make the complete tutorial first and then post it?
Why not use a Timer?
Why not explain what the different steps do? It's hardly a tutorial if you don't.
Why not use expressions for your Text output?
AnyHeroicUnitDiesbyEaglesight@sc2mapsterEventsUnit-AnyUnitdiesLocalVariables------- The current ResurrectFormula makes revived units resurrect after [Dying Unit Max Life] seconds. It's not a very balanced formula, so change it up!RessurectTimeFormula=(Integer((ValueofUnits(Unittypeof(Triggeringunit))LifeMaxforplayerAnyPlayer)))<Integer>Conditions------- Only execute the trigger if the unit is of type Heroic((Unittypeof(Triggeringunit))hasHeroicattribute)==TrueActions------- We revive the hero right as it dies, because otherwise unit fades from memory.Unit-Revive(Triggeringunit)------- Move the unit to where you want it to resurrect, I have randomly made it resurrect at the Start Location (set with Regions in Terrain module), you probably want to use something else.Unit-Move(Triggeringunit)instantlyto(Startlocationofplayer(Triggeringplayer))(NoBlend)------- Hide the unit so it can't be attackedUnit-Hide(Triggeringunit)------- Pause the unit so it can't attackUnit-Pause(Triggeringunit)------- Display a message when the unit dies: "[Owner of Unit]'s [Name of Unit] has died." for all players.UI-Display{(Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))'s (Name of (Unit type of (Triggering unit))) has fallen.} for (All players) to Subtitle area------- Display a message how long time the unit is dead: "Time to revive: [ResurrectTimeFormula] seconds." only for the triggering player.UI-Display{Timetorevive:(Text(RessurectTimeFormula))seconds.}for(Playergroup((Triggeringplayer)))toSubtitlearea------- Start a new Timer for the time that the unit is dead. Tip: You can make a really cool timer window for this!Timer-Start(Newtimer)asaOneShottimerthatwillexpireinRessurectTimeFormulaGameTimeseconds------- Make the Trigger wait until the above timer elapses.General-Waitfor(Laststartedtimer)tohave0.0secondsRemaining------- Display a message that the unit has revived: "[Owner of Unit]'s [Name of Unit] has resurrected!" for all players.UI-Display{(Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))'s hero (Name of (Unit type of (Triggering unit))) has resurrected!} for (All players) to Subtitle area------- Unpause and show the unit again so the player can use it.Unit-Unpause(Triggeringunit)Unit-Show(Triggeringunit)------- Cure the resurrected unit to full health/energy/shields, because for some reason this is not done by the Revive action definition.Unit-Set(Triggeringunit)Life(Percent)to100.0Unit-Set(Triggeringunit)Energy(Percent)to100.0Unit-Set(Triggeringunit)Shields(Percent)to100.0
Dude, This is plainly UI Text Message / by the way you designed yours. Its Dialog with Dialog Items
Mine is like an inGame engine partition
The design was making an Interval with Integer + during execution then Display the Integer afterwards , Here's the sample.
Yes, the screenshot you linked (http://s9.postimg.org/9uyybwwct/Screen_6.jpg) did not contain any UI override, only dialog items. I answered the question you asked someone else.
I don't know what an "inGame engine partition" is.
I understand that my trigger is not exactly what you have shown, mine was more of a demonstration how to use Timers for this instead of an integer- aswell as letting users know what all the actions mean and do.
I'm trying to make an Engine where the game itself' "creates" the fun, Something kinda out of override method.
And that I don't usually use builtin functions, instead i calculate my own using variables until I could fully understand how to use it.
I used Timers once, It was pretty cool and steady, Was just trying this out for bothways/ Map-Engine system/Arena,Revive,Spawn Time Count stuffs like that using numbers.
Gonna try your demonstration but only until I could warm things up/ Then remodify em' somehow. Anyways thanks.
Yes, the screenshot you linked (http://s9.postimg.org/9uyybwwct/Screen_6.jpg) did not contain any UI override, only dialog items. I answered the question you asked someone else.
Right, I didn't know it was that one you were referring to, Should have taken a glimpse twice before posting, Apologies for the offense lol
Rollback Post to RevisionRollBack
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Hero Revival Timer is as easy as Pie
Create New Trigger then name it = Revival Timer (Initially Off)
Var = Timer Count(Integer) Timer Count Max (Value of 10) Hero Revival Text("Hero Revival Till") Seconds Left(") Seconds Left") Hero Unit(Last Created Unit) No Multiple Fires(Boolean)
Conditions = Hero Unit() has Valerian02
Actions If ((Hero Unit) is Hero = True) Then Set No Multiple Fires = False Attach Some Actors/Models Whatever Your Choice Is.
Repeat Actions Forever (87SecInterval) Modify Var(Timer Count) + 1
If (Timer Count = 11)
Then Display Text ("Your Hero Has Revived") Wait 1.65 Game Time Stop All Instances of (Hero Revival Trigger)
Else Display Text (Combine Text (Value01[Var"HeroRevivalTill"]_(Text With Color (Combine Text[Convert Integer to Text(Var"Timer Count")]_(Combine Text[Value01"/"]_[Convert Integer to Text(Var"Timer Count Max")Combine Text(Var"Seconds Left")])))
(Map Rip Off Mine) [SOON Unit Limit Spawn using Integer then Stops it.]
Are you asking how or this is a tutorial?
@xxxDisturbedxxx: Go
This "Itself" is a tutorial, Still not finished yet tho. Have patience.
Btw is this a UI Override result ? Cool map btw.
http://s9.postimage.org/fvwn8ziz1/Screen_6.jpg
No, that is a dialog with dialog items..
@Eaglesight: Go
Dialog with Dialog items you say ?
Dude, This is plainly UI Text Message / by the way you designed yours. Its Dialog with Dialog Items //
Mine is like an inGame engine partition //
The design was making an Interval with Integer + during execution then Display the Integer afterwards , Here's the sample.
Yes, the screenshot you linked (http://s9.postimg.org/9uyybwwct/Screen_6.jpg) did not contain any UI override, only dialog items. I answered the question you asked someone else.
I don't know what an "inGame engine partition" is.
I understand that my trigger is not exactly what you have shown, mine was more of a demonstration how to use Timers for this instead of an integer- aswell as letting users know what all the actions mean and do.
I'm trying to make an Engine where the game itself' "creates" the fun, Something kinda out of override method.
And that I don't usually use builtin functions, instead i calculate my own using variables until I could fully understand how to use it.
I used Timers once, It was pretty cool and steady, Was just trying this out for bothways/ Map-Engine system/Arena,Revive,Spawn Time Count stuffs like that using numbers.
Gonna try your demonstration but only until I could warm things up/ Then remodify em' somehow. Anyways thanks.
Right, I didn't know it was that one you were referring to, Should have taken a glimpse twice before posting, Apologies for the offense lol