| 01-03-2014, 04:49 PM | #2 |
whoa i have never seen so much encapsulation in gui triggers. thats maybe a good thing though i don't have too much experience with wc3 but that timer might be causing some issues... okay so let me put it in terms of a hypothetical scenario in your game: a hero dies, starting a timer while that timer is ticking down, something else happens. the question then is does that cause "Triggering Unit" (seen below in your "Revive" trigger) to be replaced by the new triggering unit (is it a global variable, shared by all triggers) or does TriggerUnit get passed down this chain reaction of Triggers and remain the original triggering unit? If the former is happening, than your trigger is functioning as it should but it's losing track of what it should be reviving. An easy way to test if this is the case is to have the triggers \print out some ingame chat messages displaying back end data about what's happening. the timer finishes and potentially we try to revive the wrong thing (probably alive) and so nothing appears to happen in game |
