- Joined
- Jun 17, 2010
- Messages
- 2,275
Im using locations that have integer A as their index, and i cant remove the locations because its a timed spell, so if i remove the index it'll mess up the most recent casted spell, but if i remove integer a it will remove all of the locations.
Heres the trigger if u dont know what i mean
Heres the trigger if u dont know what i mean
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Star Rain
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Events
- Time - Every 0.50 seconds of game time
- Conditions
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Actions
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For each (Integer A) from 1 to SR_Index, do (Actions)
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Loop - Actions
- Set SR_RandomPoint[(Integer A)] = (SR_Point[(Integer A)] offset by ((Random real number between 0.00 and SR_AoE_Formula), (Random real number between 0.00 and SR_AoE_Formula)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SR_Timer[(Integer A)] Greater than 0
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Then - Actions
- Unit - Create 1 SR Dummy for (Owner of SR_Caster[(Integer A)]) at SR_RandomPoint[(Integer A)] facing Default building facing degrees
- Unit - Hide (Last created unit)
- Set SR_StarPoint[(Integer A)] = (Position of (Last created unit))
- Special Effect - Create a special effect at SR_StarPoint[(Integer A)] using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Kill (Last created unit)
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Else - Actions
- Set SR_Index = (SR_Index - 1)
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If - Conditions
- Set SR_Timer[(Integer A)] = (SR_Timer[(Integer A)] - 1)
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Loop - Actions
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For each (Integer A) from 1 to SR_Index, do (Actions)
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Events