| 01-28-2006, 06:48 PM | #1 |
Is there a limit to the number of stored heros you can have in a unit array variable. Also could there be a problem with having too many heroes dead at the same time and using a timer revive trigger referenced to that variable? After 7 heroes, I am losing the variable so the hero doesn't revive. I created a test trigger to display the names of stored heroes in my variable. After I am getting too many, and I run that trigger, some variable arrays are missing. It would seem that I have some other trigger removing them, but I swear this is not the case. I'm just wondering if there is a limitation that I don't know about? |
| 01-28-2006, 07:12 PM | #2 |
I doubt 7 would be the limit, for all my array variables I set the array size to 1. Maybe they are overlapping? Post your trigger here. |
| 01-28-2006, 07:17 PM | #3 |
Nevermind, I discovered the problem. There is a limit to the number of dead heroes a player can have at the same time. When you hit the 7th, you lose hero. I also found that it didn't matter how many were dead in the map, only specifically owned by the same player. I have a work around solution so not a big deal. |
| 01-28-2006, 07:48 PM | #4 |
You can't store more than 8192 objects in an array. |
| 01-28-2006, 08:02 PM | #5 |
Yeah, blizz probably implemented that limit because you can't have more than 7 hero icons at the side of your screen anyway, so maybe they just thought "what the heck, noone is gonna ever need more than 7 heroes anyway". |
| 01-28-2006, 08:15 PM | #6 |
You will need more than 7 heroes to bet me... If ever get array limit problems use game cache. |
| 01-29-2006, 02:57 AM | #7 |
Can't use gamecache with heroes either because it has bugs that blizz won't fix. I tried this solution a while back and here is the problem. If you've been toming a heros agility and then store it in gamecache, when bringing it back out, heroes attack speed it reset back to default. My solution that I'm gonna try is to keep the unit alive but assign it to Player Neutral Passive until the timer expires. |
| 01-29-2006, 03:07 AM | #8 |
If that doesn't work you will have to store all the important values somewhere . hmnn kind of lame though |
| 01-29-2006, 04:30 AM | #9 |
Well it works. I just make the hero revive, reassign it to neutral passive and hide it. The bad part is that you lose the hero portrait order since they are reassigned later. Too bad blizzard made it like that |
| 01-29-2006, 06:21 PM | #10 |
Well to get this not looking ridiculous, I need to do one more thing. Since I am calling the hero to revive and then assigning it to another player, the hero does the sound set to revive. How would I disable the soundset temporarily and then turn it back on? |
| 01-30-2006, 01:38 AM | #11 |
Trigger: Sound - Set Unit Response Sounds to 0.00% |
| 01-30-2006, 01:45 AM | #12 | |
Quote:
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| 01-30-2006, 04:55 PM | #13 |
For some reason setting unit sound set to 0%, revive, and then back to 100% still plays the units sound set. To Vex, I didn't quite understand your post. Where you asking me if I wanted to revive without eye candy, or telling me there is a way to do that. The only thing that is happening I need to remove is the soundset. I also would like to find a way to play the soundset when changing the ownership back to the original player so that it actually seems like the hero was just revived. |
| 01-30-2006, 05:00 PM | #14 |
If you are reviving by trigger, then you have an option not to show revival graphics (and sound). If you're reviving from an altar, then... then it sucks to be you. :) |
| 01-30-2006, 05:36 PM | #15 |
Luckily it doesn't suck to be me ;) I'm reviving by trigger. I'm using jass triggers and apparantly the one I use is calling for the unit sound set. call ReviveHeroLoc I'll look it up unless you know right off hand what the action needs to be. I also still need to know if there is a way to call the soundset for revival when I change the ownership since the unit is not really dead. |
