| 07-23-2004, 03:20 PM | #1 |
I want my timer to show only to the dying unit. And destroy when timer expires, but after the timer reaches 0, it wun destroy it! HELP! NOTE: I got 10 players in map, and the below trigger only shows 1 player (player2) by the array of [1]. This is the setup timer trigger: Code:
[b][u]Revive Setup[/u][/b][u][/u] Events: A unit Dies Condtions: - Actions: If (All Conditions are True) then do (Then Actions) else do (Else Actions) ~~Condtions: Owner of Dying unit Equal to Player 2 Dying unit is a Hero Equal to True ~~Actions: Set DeadPlayer[1]=Dying Unit CountdownTimer - Pause Timer[1] Set Timer[1]=Last started Timer CountDownTimer - Create a TimerWindow for Timer[1] with the title Revive Time Set Revive_TimerWindow[1]=Last created timer window CountDownTimer - Show Revive_TimerWindow[1] for Owner of DeadPlayer[1] CountDownTimer - Starts Timer[1] as a One-Short timer that will expire in 10 seconds Now this is the revive trigger: Code:
[b][u]Revive Player2[/u][/b] Events: Timer[1] Expires Condtions: Actions: CountDownTimer - Destroy Revive_TimerWindow[1] Wait 1sec Hero - Instantly revive DeadPlayer[1] at x<gen>, Show revival Graphics If anyone can correct me, i would be glad to hear frm it. Hope someone help me! Cos this is getting me annoyed ><" |
| 07-23-2004, 04:13 PM | #2 |
I'm not sure but you may have to hide the timer window before destroying it. |
| 07-23-2004, 05:42 PM | #3 | |
Quote:
That doesn't help much, and it didn't help... Hide timer not working... Any others can help me? |
| 07-23-2004, 05:45 PM | #4 |
First of all, you can copy triggers by right clicking and pressing "copy to text". Second of all, your triggers confuse me. Why do you do this: Set Timer[1]=Last started Timer CountDownTimer - Create a TimerWindow for Timer[1] with the title Revive Time Set Revive_TimerWindow[1]=Last created timer window CountDownTimer - Show Revive_TimerWindow[1] for Owner of DeadPlayer[1] CountDownTimer - Starts Timer[1] as a One-Short timer that will expire in 10 seconds It looks like your setting it to a timer that hasnt been started yet. First of all, its pretty redundant to set a variable to a countdown timer because it gets set anyways. (correct me if I'm wrong) Check out some code I have in my map: Countdown Timer - Start tmrCountDown as a One-shot timer that will expire in 22.00 seconds Countdown Timer - Create a timer window for (Last started timer) with title Time until game Thats all you need for a timer, except maybe to set it to a different timer (your timer) |
