Ahhh, I'm glad to see that was fixed. Maybe I'll redo my trigger to allow the player to actually die. May be easier and more manageable in the long run.
And thanks for pointing me to the variable.
Thank you all for your replies. Sorry if my method seems odd, or backwards, I'm very new to this so living off video tutorials and the such. I did my "player deaths" this way because not having any knowledge of creating inventories, I plan to do so and heard about having to make work-arounds due to items dropping on unit death, so I felt this method to be an "easier" way for players to retain their items when they "die" since they technically don't die.
Anyways, forum user, Zero0018 posted an updated version of the trigger based off OneTwo's tutorials (the one in OP) I followed.
His trigger looks like;
ReviveHeroEventsUnit-AnyUnittakesFatalorNon-FatalAnydamage(fromAnyeffects)LocalVariablesDieingHero=(Triggeringunit)<Unit>KillingHero=(Damagingunit)<Unit>Actor=NoActor<Actor>GoldAmountTotal=0<Integer>GoldAmountLost=0<Integer>GoldAmountTransfered=0<Integer>ConditionsAndConditions((UnittypeofDieingHero)isHero)==true(DieingHerohasValerian02a-Incapacitated)==trueNoMultipleFires[(OwnerofDieingHero)]==falseActionsVariable-SetNoMultipleFires[(OwnerofDieingHero)]=trueVariable-SetGoldAmountTotal=(Player(OwnerofDieingHero)Vespene)Actor-CreateactormodelProtossSpiritDeathatpoint(PositionofDieingHero)Actor-Sendmessage"AnimPlay Death Death"toactor(Lastcreatedactor)Variable-SetActor=(Lastcreatedactor)Unit-TurnDieingHeroHighlightablestateOffUnit-TurnDieingHeroCursorstateOffUnit-TurnDieingHeroSelectablestateOffUnit-TurnDieingHeroStatusBarstateOffUnit-TurnDieingHeroTooltipsstateOffActor-Sendmessage"SetMinimapVisibility"toactor(ActorforDieingHero)General-If(Conditions)thendo(Actions)elsedo(Actions)If(DieingHeroisselectedbyplayer(OwnerofDieingHero))==trueThenUnitSelection-Deselectallunitsforplayer(OwnerofDieingHero)ElseUI-Display(((Text(Nameof(UnittypeofDieingHero))withcolor(Color((Currentplayer(OwnerofDieingHero)color))))+" has been killed by ")+((Text(Nameofplayer(OwnerofKillingHero))withcolor(Color((Currentplayer(OwnerofKillingHero)color))))for(Allplayers)toSubtitleareaGeneral-Wait3.0GameTimesecondsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(OwnerofDieingHero)==(Player1fromPlayers=Terran)(OwnerofDieingHero)==(Player2fromPlayers=Terran)ThenUnit-MoveDieingHeroinstantlytoTerranHeroRevive(NoBlend)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(OwnerofDieingHero)==(Player1fromPlayers=Protoss)(OwnerofDieingHero)==(Player2fromPlayers=Protoss)ThenUnit-MoveDieingHeroinstantlytoProtossHeroRevive(NoBlend)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(OwnerofDieingHero)==(Player1fromPlayers=Zerg)(OwnerofDieingHero)==(Player2fromPlayers=Zerg)ThenUnit-MoveDieingHeroinstantlytoZergHeroRevive(NoBlend)ElseActor-Sendmessage"Destroy"toactorActorUnit-SetDieingHeroLife(Percent)to100.0Variable-SetGoldAmountLost=(GoldAmountTotal/4)Variable-SetGoldAmountTransfered=(GoldAmountLost/3)Player-Modifyplayer(OwnerofDieingHero)Vespene:SubtractGoldAmountLostUI-Display("You will revive in 20 seconds. You ..."+(("<c val="f2d560">"+(Text(GoldAmountLost)))+" gold!"))for(Playergroup((OwnerofDieingHero)))toSubtitleareaGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Controllerofplayer(OwnerofKillingHero))!=ComputerThenUI-Display("You recieved "+(("<c val="f2d560">"+(Text(GoldAmountTransfered)))+(" gold and "+("<c val="47d852">"+((Text((DieingHeroBounty(XP)(Default)))withAnyPrecisiondecimalplaces)+" experience!")))))for(Playergroup((OwnerofKillingHero)))toSubtitleareaPlayer-Modifyplayer(OwnerofKillingHero)Vespene:AddGoldAmountTransferedElseGeneral-Wait17.0GameTimesecondsUnit-TurnDieingHeroHighlightablestateOnUnit-TurnDieingHeroCursorstateOnUnit-TurnDieingHeroSelectablestateOnUnit-TurnDieingHeroStatusBarstateOnUnit-TurnDieingHeroTooltipsstateOnActor-Sendmessage"SetMinimapVisibility 1"toactor(ActorforDieingHero)General-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(OwnerofDieingHero)==(Player1fromPlayers=Terran)(OwnerofDieingHero)==(Player2fromPlayers=Terran)ThenCamera-Panthecameraforplayer(OwnerofDieingHero)toTerranHeroReviveover1.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(OwnerofDieingHero)==(Player1fromPlayers=Protoss)(OwnerofDieingHero)==(Player2fromPlayers=Protoss)ThenCamera-Panthecameraforplayer(OwnerofDieingHero)toProtossHeroReviveover1.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(OwnerofDieingHero)==(Player1fromPlayers=Zerg)(OwnerofDieingHero)==(Player2fromPlayers=Zerg)ThenCamera-Panthecameraforplayer(OwnerofDieingHero)toZergHeroReviveover1.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElseUnitSelection-SelectDieingHeroforplayer(OwnerofDieingHero)Variable-SetNoMultipleFires[(OwnerofDieingHero)]=false
The only thing I can't seem to find in editor is;
NoMultipleFire[(OwnerofDieingHero)]==True
I am now getting the intended effects I was aiming for, but when a player is "killed" by a melee or instant damage ability, the "Respawn in 20 seconds..." message still triggers twice, but not when killed by a projectile. It's not a huge problem, but still curious why it's triggering twice.
He added some triggers for players exchanging money for killing an enemy, which I removed.
Again, I appreciate you guys responding. Frustration soothed...for now...
I'm not sure if this is a Data problem or a Trigger problem.
I've followed OneTwo's New Hero Revival video tutorials and . My hero will die then revive at it's designated spawn location when killed by melee units (Zerglings) and ranged units that do instant damage (Marines), but when "killed" by a unit shooting a projectile (Roach, Hydralisk, or Stalker) it will instead become incapacitated at that location then become controllable again after a 20second delay.
Why are projectile damage sources acting different than instant damage sources and how would I go about changing them?
0
@Kueken531: Go
Ahhh, I'm glad to see that was fixed. Maybe I'll redo my trigger to allow the player to actually die. May be easier and more manageable in the long run. And thanks for pointing me to the variable.
0
Thank you all for your replies. Sorry if my method seems odd, or backwards, I'm very new to this so living off video tutorials and the such. I did my "player deaths" this way because not having any knowledge of creating inventories, I plan to do so and heard about having to make work-arounds due to items dropping on unit death, so I felt this method to be an "easier" way for players to retain their items when they "die" since they technically don't die. Anyways, forum user, Zero0018 posted an updated version of the trigger based off OneTwo's tutorials (the one in OP) I followed.
His trigger looks like;
The only thing I can't seem to find in editor is;
I am now getting the intended effects I was aiming for, but when a player is "killed" by a melee or instant damage ability, the "Respawn in 20 seconds..." message still triggers twice, but not when killed by a projectile. It's not a huge problem, but still curious why it's triggering twice. He added some triggers for players exchanging money for killing an enemy, which I removed.
Again, I appreciate you guys responding. Frustration soothed...for now...
0
I'm not sure if this is a Data problem or a Trigger problem.
I've followed OneTwo's New Hero Revival video tutorials and . My hero will die then revive at it's designated spawn location when killed by melee units (Zerglings) and ranged units that do instant damage (Marines), but when "killed" by a unit shooting a projectile (Roach, Hydralisk, or Stalker) it will instead become incapacitated at that location then become controllable again after a 20second delay.
Why are projectile damage sources acting different than instant damage sources and how would I go about changing them?
Video showing problem in-game.
Screenshot of Hero Death Trigger http://i.imgur.com/wC5CN.png
Screenshot of Data Incapacitate http://i.imgur.com/tZnIT.png
Any help would be much appreciated. I'm sorry if this is the wrong location, I'm not sure where the problem is. Thinking Data...