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What is wrong with my respawn timer windows?

01-06-2007, 03:53 PM#1
Baron Crinkle
I am having a bear of a time with these things, I had them working in another map, yet despite taking them more or less piece for piece intact to a new one, they don't work; they spit up a small window with the player's name and no other info that never goes away. I would -really- like to setup a big pull-down menu that lists -everyone-'s current status, but if I could even just get -this- functional I'd be happy for now. Where is the breakdown?


Trigger:
Hero Dies
Collapse Events
Unit - A unit owned by Player 2 (Blue) Dies
Unit - A unit owned by Player 3 (Teal) Dies
Unit - A unit owned by Player 4 (Purple) Dies
Unit - A unit owned by Player 5 (Yellow) Dies
Unit - A unit owned by Player 6 (Orange) Dies
Unit - A unit owned by Player 7 (Green) Dies
Collapse Conditions
((Triggering unit) is A Hero) Equal to True
Collapse Actions
Game - Display to (All allies of Player 12 (Brown)) the text: ((|cff00F400 + (Proper name of (Triggering unit))) + (|r has been slain. + D'oh!))
Wait (3.00 x (Real((Level of (Triggering unit))))) game-time seconds
Cinematic - Ping minimap for (All players matching ((Matching player) Equal to (Owner of (Triggering unit)))) at (Center of Respawn <gen>) for 2.00 seconds
If ((Player number of (Owner of (Dying unit))) Equal to 2) then do (Hero - Instantly revive (Dying unit) at (Center of Respawn <gen>), Show revival graphics) else do (If ((Player number of (Owner of (Dying unit))) Equal to 3) then do (Hero - Instantly revive (Dying unit) at (Center of Respawn <gen>), Show revival graphics) else do (Do nothing))
If ((Player number of (Owner of (Dying unit))) Equal to 4) then do (Hero - Instantly revive (Dying unit) at (Center of Respawn <gen>), Show revival graphics) else do (If ((Player number of (Owner of (Dying unit))) Equal to 5) then do (Hero - Instantly revive (Dying unit) at (Center of Respawn <gen>), Show revival graphics) else do (Do nothing))
If ((Player number of (Owner of (Dying unit))) Equal to 6) then do (Hero - Instantly revive (Dying unit) at (Center of Respawn <gen>), Show revival graphics) else do (If ((Player number of (Owner of (Dying unit))) Equal to 7) then do (Hero - Instantly revive (Dying unit) at (Center of Respawn <gen>), Show revival graphics) else do (Do nothing))
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Respawn <gen>) over 1.50 seconds
Special Effect - Create a special effect attached to the origin of (Reviving Hero) using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
Wait 0.50 seconds
Special Effect - Destroy (Last created special effect)

That's my first portion of it. Then, in another trigger, or set of triggers, I have this sort of thing:

Trigger:
DeathClock
Collapse Events
Unit - A unit Dies
Collapse Conditions
((Dying unit) is A Hero) Equal to True
(Player number of (Owner of (Dying unit))) Greater than or equal to 2
(Player number of (Owner of (Dying unit))) Less than 12
Collapse Actions
Countdown Timer - Start Timer[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in ((Real((Hero level of (Dying unit)))) x 3.00) seconds
Countdown Timer - Destroy Timer_Window[(Player number of (Owner of (Dying unit)))]
Countdown Timer - Create a timer window for Timer[(Player number of (Owner of (Triggering unit)))] with title (Name of (Owner of (Dying unit)))
Set Timer_Window[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
Countdown Timer - Show Timer_Window[(Player number of (Owner of (Dying unit)))]


And then finally, for each player...

Trigger:
Player 1
Collapse Events
Time - Timer[1] expires
Conditions
Collapse Actions
Countdown Timer - Destroy Timer_Window[1]


01-06-2007, 03:57 PM#2
DioD
check timer array init size
01-06-2007, 06:07 PM#3
zen87
urrrr i just wondering,

Triggering unit == Dying unit ?

if it is false... i guess the first condition have some problem with it =S because i'm more used to using DyingUnit instead of TriggeringUnit unless it is really needed to...
01-06-2007, 06:38 PM#4
Anopob
Also, you probably have, but make more triggers like #3 for each player.
01-06-2007, 08:56 PM#5
Baron Crinkle
Quote:
Originally Posted by DioD
check timer array init size

Hey, great, that was it right on the money! Thanks much!