| 07-23-2005, 05:42 PM | #1 |
I'm not sure anyone would be able to help with this without looking over my whole trigger system, but why not try. After a person loses a hero temporarily, it goes to a timer (like dota basically). I am using gamecache to store the info basically. call StoreUnitBJ( DyingUnit, I2S(heroIndex), "Heros", GetLastCreatedGameCacheBJ() ) call SetUnitOwner( DyingUnit, Player(PLAYER_NEUTRAL_PASSIVE), false ) Now when the hero revives, it comes out looking ok with all the right items and stats. Here is the problem. If the person has been toming the hero with agility and say they raise the agility from to like 100. The hero comes out with all the correct stats showing up, it is obvious that the attack speed is back to normal eventhough agility shows higher. Oddly enough as far as I can tell, only attack speed is affected, but not movement speed or anything else. Any help would be greatly appreciated, and if you need my whole trigger to help, I could do that too. |
| 07-29-2005, 08:07 PM | #2 |
hmm thats a tricky one, try making it so that when the hero comes back, store its agility, set it to 0, wait 0.00 seconds, and then restore it to it's original if that doesn't work... get rid of agility tomes because they suck anyway :p |
| 07-30-2005, 12:03 AM | #3 |
It seems to be a gamecache bug, anyways I don't see any reason to actually do this, you can revive the hero directly and the information will stay. |
| 08-09-2005, 05:11 AM | #4 |
The reason for doing it this way is that it is a multiple hero map. When your hero dies, a wisp spawns in another area for you to choose whether to buy your hero back out or choose a new one. I tried Peekaboo's idea of setting agility to 1 and then back to 150, but the attack rate still stays the same. Is there any other way to work around this bug? |
| 08-09-2005, 12:15 PM | #5 |
Uhm..Why not just use the Revive function if the player buys the Hero back? All you have to do is set a variable CurrentHero = HERO and then say if the Unit is bought, Revive CurrentHero. No need for the gamecache |
