I will ask you for something I never solved.
Is it possible to build and really respawn a hero in another location than in the Fortress ?
I know that it's easy to build a hero in any structure. But the problem is that if the hero dies, you'll buy the hero in the same structure but it's a new version of the hero at level 1 without past progress.
In fact, for allowing the true respawn, we have to use the behavior :
Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ; Model condition to play when killed-to-respawn DeathFX = FX_LurtzDieToRespawn ; FXList to play when killed-to-respawn DeathAnimationTime = 6033 ; 1133 ; How long DeathAnim will take. InitialSpawnFX = FX_LurtzInitialSpawn RespawnAnim = LEVELED ; Animation to play when respawning. RespawnFX = FX_LurtzRespawn ; FXList to play when respawning. RespawnAnimationTime = 2000 ; Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ; Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIAzogRecall RespawnRules = AutoSpawn:No Cost:AZOG_RESPAWNCOST Time:AZOG_RESPAWNTIME Health:100% ;DEFAULT VALUES End
The problem is about the "AutoRespawnAtObjectFilter". Here, it is the "CASTLE_KEEP". It means the Fortress which has the good tag in it code.
So the answer would be to use another tag, or maybe to create a new tag that we could use in the code of the desired structure.
Is it possible ? How to do that ? Maybe an other step to do that ?
Thank you in advance for your ideas.
Edited by Gourbish, 02 January 2013 - 09:59 PM.