Right click on the top of your trigger (where the name is, but not on the left list) and click "Copy as Text" then paste it in a post and then we can see what you're doing and how to help you.
Events Unit - A unit owned by Player 1 (Red) Becomes revivable Unit - A unit owned by Player 2 (Blue) Becomes revivable Unit - A unit owned by Player 3 (Teal) Becomes revivable Unit - A unit owned by Player 4 (Purple) Becomes revivable
Conditions
Actions Countdown Timer - Create a timer window for Herotimer with title Hero revives in: Countdown Timer - Start Herotimer as a One-shot timer that will expire in 20.00 seconds Wait 20.00 seconds Trigger - Turn on reviveem <gen>
(REVIVEEM TRIGGER(THE ONE THAT REVIVES EM)) Events Conditions Actions Hero - Instantly revive (Revivable Hero) at (Center of herospawn <gen>), Show revival graphics
Timer window Events Unit - A unit Dies Conditions ((Dying unit) is A Hero) Equal to True Actions Countdown Timer - Start Death_Timer[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in (Real((Hero level of (Dying unit)))) seconds Countdown Timer - Create a timer window for Death_Timer[(Player number of (Owner of (Dying unit)))] with title (Name of (Owner of (Dying unit))) Wait (Real((Hero level of (Dying unit)))) seconds Countdown Timer - Destroy Death_window[(Player number of (Owner of (Dying unit)))]
so.. this is the trigger needed to let the timer window appear?
I cant find the part with the
Countdown Timer - Start Death_Timer[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in (Real((Hero level of (Dying unit)))) seconds
(the (Real((Hero level of (Dying unit))) seconds part)
Events Unit - A unit owned by Player 1 (Red) Becomes revivable Unit - A unit owned by Player 2 (Blue) Becomes revivable Unit - A unit owned by Player 3 (Teal) Becomes revivable Unit - A unit owned by Player 4 (Purple) Becomes revivable
Conditions
Actions Countdown Timer - Create a timer window for Herotimer with title Hero revives in: Countdown Timer - Start Herotimer as a One-shot timer that will expire in 20.00 seconds Wait 20.00 seconds Trigger - Turn on reviveem <gen>
(REVIVEEM TRIGGER(THE ONE THAT REVIVES EM)) Events Conditions Actions Hero - Instantly revive (Revivable Hero) at (Center of herospawn <gen>), Show revival graphics
Dont use "turn on trigger" when theres no Event! Use "RUN" trigger!!
Events Unit - A unit Dies Conditions ((Dying unit) is A Hero) Equal to True Actions Countdown Timer - Start Herotimer[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in Real[(Hero level of (Dying unit))] seconds Countdown Timer - Create a timer window for Herotimer[(Player number of (Owner of (Dying unit)))] with title (Name of (Owner of (Dying unit))) Wait Real[(Hero level of (Dying unit))] seconds Countdown Timer - Destroy deathtimer[(Player number of (Owner of (Dying unit)))] Trigger - Run reviveem <gen> (ignoring conditions)
VARIABLES: Real (real seconds variable) Herotimer (timer) Deathtimer (window)
(TRIGGER TO REVIVE) Events Conditions Actions Hero - Instantly revive (Revivable Hero) at (Center of herospawn <gen>), Show revival graphics
can anyone tell me if it is correct now? cause they're still not reviving
..Why did i not see! You can have the Hero - Instantly revive (Revivable Hero) at (Center of herospawn <gen>), Show revival graphics trigger in the 1st trigger (unit dies trigger)
I don't see why you should have 2 triggers revive a hero that has died!
And here's one more thing! When 2 heroes dies (The 2nd one 10sec afte the 1st one) Then the timer will disappear when the 2nd hero has 10sec left on the timer. The best way to do that is with a multiboard or one timer for each player!
though Lonely Wolf is already writing the trigger, I'll only explain why that 2-trigger-thingie not worked.
(Revivable Hero). I guess this is a variable for the hero. Problem is you didn't link the dead hero to that variable in the first trigger. So if you add the action "Set (Revivable Hero) = (Dying Hero)", it should work. But though Lonely Wolf is doing the trigger anyway, lets wait for his result.
(so if hero is level 999, you'd have to wait 999 seconds for him to revive)
I now have this:
Events Unit - A unit Dies Conditions ((Dying unit) is A Hero) Equal to True Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Owner of (Dying unit)) Equal to Player 1 (Red) Then - Actions Countdown Timer - Start Revive_hero_timer[1] as a One-shot timer that will expire in Real[(Hero level of (Dying unit))] seconds Countdown Timer - Create a timer window for Revive_hero_timer[1] with title ((Name of (Owner of (Dying unit))) + Hero revives in Set Revive_hero_timer_Copy[1] = (Last created timer window) Countdown Timer - Show Revive_hero_timer_Copy[1] Wait Real[(Hero level of (Dying unit))] seconds Hero - Instantly revive (Dying unit) at (Center of KINGGROUND <gen>), Show revival graphics Countdown Timer - Destroy Revive_hero_timer_Copy[1] Else - Actions
(Real = a "Real" type of variable. with size 12 array.)