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    posted a message on Incapacitate difference base on damage type?

    @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.

    Posted in: Triggers
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    posted a message on Incapacitate difference base on damage type?

    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;

    Revive Hero
        Events
            Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
        Local Variables
            Dieing Hero = (Triggering unit) <Unit>
            Killing Hero = (Damaging unit) <Unit>
            Actor = No Actor <Actor>
            Gold Amount Total = 0 <Integer>
            Gold Amount Lost = 0 <Integer>
            Gold Amount Transfered = 0 <Integer>
        Conditions
            And
                Conditions
                    ((Unit type of Dieing Hero) is Hero) == true
                    (Dieing Hero has Valerian02a - Incapacitated) == true
                    No Multiple Fires[(Owner of Dieing Hero)] == false
        Actions
            Variable - Set No Multiple Fires[(Owner of Dieing Hero)] = true
            Variable - Set Gold Amount Total = (Player (Owner of Dieing Hero) Vespene)
            Actor - Create actor model Protoss Spirit Death at point (Position of Dieing Hero)
            Actor - Send message "AnimPlay Death Death" to actor (Last created actor)
            Variable - Set Actor = (Last created actor)
            Unit - Turn Dieing Hero Highlightable state Off
            Unit - Turn Dieing Hero Cursor state Off
            Unit - Turn Dieing Hero Selectable state Off
            Unit - Turn Dieing Hero Status Bar state Off
            Unit - Turn Dieing Hero Tooltips state Off
            Actor - Send message "SetMinimapVisibility" to actor (Actor for Dieing Hero)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Dieing Hero is selected by player (Owner of Dieing Hero)) == true
                Then
                    Unit Selection - Deselect all units for player (Owner of Dieing Hero)
                Else
            UI - Display (((Text (Name of (Unit type of Dieing Hero)) with color (Color((Current player (Owner of Dieing Hero) color)))) + " has been killed by ") + ((Text (Name of player (Owner of Killing Hero)) with color (Color((Current player (Owner of Killing Hero) color)))) for (All players) to Subtitle area
            General - Wait 3.0 Game Time seconds
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Owner of Dieing Hero) == (Player 1 from Players = Terran)
                            (Owner of Dieing Hero) == (Player 2 from Players = Terran)
                Then
                    Unit - Move Dieing Hero instantly to Terran Hero Revive (No Blend)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Owner of Dieing Hero) == (Player 1 from Players = Protoss)
                            (Owner of Dieing Hero) == (Player 2 from Players = Protoss)
                Then
                    Unit - Move Dieing Hero instantly to Protoss Hero Revive (No Blend)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Owner of Dieing Hero) == (Player 1 from Players = Zerg)
                            (Owner of Dieing Hero) == (Player 2 from Players = Zerg)
                Then
                    Unit - Move Dieing Hero instantly to Zerg Hero Revive (No Blend)
                Else
            Actor - Send message "Destroy" to actor Actor
            Unit - Set Dieing Hero Life (Percent) to 100.0
            Variable - Set Gold Amount Lost = (Gold Amount Total / 4)
            Variable - Set Gold Amount Transfered = (Gold Amount Lost / 3)
            Player - Modify player (Owner of Dieing Hero) Vespene: Subtract Gold Amount Lost
            UI - Display ("You will revive in 20 seconds. You ..." + (("<c val="f2d560">" + (Text(Gold Amount Lost))) + " gold!")) for (Player group((Owner of Dieing Hero))) to Subtitle area
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Controller of player (Owner of Killing Hero)) != Computer
                Then
                    UI - Display ("You recieved " + (("<c val="f2d560">" + (Text(Gold Amount Transfered))) + (" gold and " + ("<c val="47d852">" + ((Text((Dieing Hero Bounty (XP) (Default))) with Any Precision decimal places) + " experience!"))))) for (Player group((Owner of Killing Hero))) to Subtitle area
                    Player - Modify player (Owner of Killing Hero) Vespene: Add Gold Amount Transfered
                Else
            General - Wait 17.0 Game Time seconds
            Unit - Turn Dieing Hero Highlightable state On
            Unit - Turn Dieing Hero Cursor state On
            Unit - Turn Dieing Hero Selectable state On
            Unit - Turn Dieing Hero Status Bar state On
            Unit - Turn Dieing Hero Tooltips state On
            Actor - Send message "SetMinimapVisibility 1" to actor (Actor for Dieing Hero)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Owner of Dieing Hero) == (Player 1 from Players = Terran)
                            (Owner of Dieing Hero) == (Player 2 from Players = Terran)
                Then
                    Camera - Pan the camera for player (Owner of Dieing Hero) to Terran Hero Revive over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Owner of Dieing Hero) == (Player 1 from Players = Protoss)
                            (Owner of Dieing Hero) == (Player 2 from Players = Protoss)
                Then
                    Camera - Pan the camera for player (Owner of Dieing Hero) to Protoss Hero Revive over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Owner of Dieing Hero) == (Player 1 from Players = Zerg)
                            (Owner of Dieing Hero) == (Player 2 from Players = Zerg)
                Then
                    Camera - Pan the camera for player (Owner of Dieing Hero) to Zerg Hero Revive over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                Else
            Unit Selection - Select Dieing Hero for player (Owner of Dieing Hero)
            Variable - Set No Multiple Fires[(Owner of Dieing Hero)] = false
    

    The only thing I can't seem to find in editor is;

    No Multiple Fire [(Owner of Dieing Hero)] == 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...

    Posted in: Triggers
  • 0

    posted a message on Incapacitate difference base on damage type?

    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.

    Embed Removed: https://vimeo.com/moogaloop.swf?clip_id=30410912&server=vimeo.com&show_title=1&show_byline=1&show_portrait=0&color=00ADEF&fullscreen=1

    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...

    Posted in: Triggers
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