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Second opinion.

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Level 6
Joined
Mar 2, 2013
Messages
127
So I made an ability that summons 3 units and has them charge at 3 random units around the point of ability being cast. They also die after doing 4 hits or the expiration time is up. I need some ideas to make the triggers better, or see what can be improved on.

  • Lightning Hounds
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Lightning Hounds New
    • Actions
      • Set Ka_Unit[2] = (Triggering unit)
      • Special Effect - Create a special effect attached to the Ka_SFX[2] of Ka_Unit[2] using Ka_SFX[0]
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the Ka_SFX[2] of Ka_Unit[2] using Ka_SFX[1]
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.50 seconds
      • Set Ka_Point[1] = (Position of Ka_Unit[2])
      • Set Ka_Ang[0] = (Facing of Ka_Unit[2])
      • Set Ka_Point[7] = (Target point of ability being cast)
      • Set Ka_Group[2] = (Units within 350.00 of Ka_Point[7] matching ((((Matching unit) belongs to an enemy of (Owner of Ka_Unit[2])) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
      • Set Ka_Int[10] = 11
      • Set Ka_Int[11] = 8
      • Set Ka_Int[12] = 1
      • Unit Group - Pick every unit in (Random 3 units from Ka_Group[2]) and do (Actions)
        • Loop - Actions
          • Set Ka_Unit[(Ka_Int[10] + Ka_Int[12])] = (Picked unit)
          • Set Ka_Point[(Ka_Int[11] + Ka_Int[12])] = (Position of (Picked unit))
          • Set Ka_Int[12] = (Ka_Int[12] + 1)
      • Custom script: call DestroyGroup (udg_Ka_Group[2])
      • Trigger - Turn on Hounds unit dies <gen>
      • Trigger - Turn on Hound Hits <gen>
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in Ka_Group[1]) Equal to (==) True
            • Then - Actions
            • Else - Actions
              • Trigger - Add to Hound Hits <gen> the event (Unit - (Picked unit) Takes damage)
              • Unit Group - Add (Picked unit) to Ka_Group[1]
      • Special Effect - Create a special effect attached to the Ka_SFX[2] of Ka_Unit[2] using Ka_SFX[0]
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the Ka_SFX[2] of Ka_Unit[2] using Ka_SFX[1]
      • Special Effect - Destroy (Last created special effect)
      • Animation - Play Ka_Unit[2]'s stand animation
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Level of Lightning Hounds New for Ka_Unit[2]) Equal to (==) 1
          • Then - Actions
            • Unit - Create 1 Hound1 for (Owner of Ka_Unit[2]) at Ka_Point[1] facing Ka_Ang[0] degrees
            • Set Ka_Unit[3] = (Last created unit)
            • Set Ka_Point[6] = (Position of Ka_Unit[3])
            • Set Ka_Real[5] = 0.00
            • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[3]
            • Unit - Set Ka_Unit[3] movement speed to (Current movement speed of Ka_Unit[2])
            • Unit - Move Ka_Unit[3] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
            • Unit - Order Ka_Unit[3] to Attack (Ka_Point[1] offset by 600.00 towards Ka_Ang[0] degrees)
            • Unit - Create 1 Hound1 for (Owner of Ka_Unit[2]) at Ka_Point[1] facing (Ka_Ang[0] - 17.00) degrees
            • Set Ka_Unit[4] = (Last created unit)
            • Set Ka_Point[7] = (Position of Ka_Unit[4])
            • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[4]
            • Unit - Set Ka_Unit[4] movement speed to (Current movement speed of Ka_Unit[2])
            • Unit - Move Ka_Unit[4] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
            • Unit - Order Ka_Unit[4] to Attack (Ka_Point[1] offset by 600.00 towards (Ka_Ang[0] - 17.00) degrees)
            • Unit - Create 1 Hound1 for (Owner of Ka_Unit[2]) at Ka_Point[1] facing (Ka_Ang[0] + 17.00) degrees
            • Set Ka_Unit[5] = (Last created unit)
            • Set Ka_Point[8] = (Position of Ka_Unit[5])
            • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[5]
            • Unit - Set Ka_Unit[5] movement speed to (Current movement speed of Ka_Unit[2])
            • Unit - Move Ka_Unit[5] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
            • Unit - Order Ka_Unit[5] to Attack (Ka_Point[1] offset by 600.00 towards (Ka_Ang[0] + 17.00) degrees)
            • Trigger - Turn on Hounds Move <gen>
          • Else - Actions
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Level of Lightning Hounds New for Ka_Unit[2]) Equal to (==) 2
              • Then - Actions
                • Unit - Create 1 Hound2 for (Owner of Ka_Unit[2]) at Ka_Point[1] facing Ka_Ang[0] degrees
                • Set Ka_Unit[3] = (Last created unit)
                • Set Ka_Point[6] = (Position of Ka_Unit[3])
                • Set Ka_Real[5] = 25.00
                • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[3]
                • Unit - Set Ka_Unit[3] movement speed to (Current movement speed of Ka_Unit[2])
                • Unit - Move Ka_Unit[3] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
                • Unit - Order Ka_Unit[3] to Attack (Ka_Point[1] offset by 600.00 towards Ka_Ang[0] degrees)
                • Unit - Create 1 Hound2 for (Owner of Ka_Unit[2]) at Ka_Point[1] facing (Ka_Ang[0] - 17.00) degrees
                • Set Ka_Unit[4] = (Last created unit)
                • Set Ka_Point[7] = (Position of Ka_Unit[4])
                • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[4]
                • Unit - Set Ka_Unit[4] movement speed to (Current movement speed of Ka_Unit[2])
                • Unit - Move Ka_Unit[4] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
                • Unit - Order Ka_Unit[4] to Attack (Ka_Point[1] offset by 600.00 towards (Ka_Ang[0] - 17.00) degrees)
                • Unit - Create 1 Hound2 for (Owner of Ka_Unit[2]) at Ka_Point[1] facing (Ka_Ang[0] + 17.00) degrees
                • Set Ka_Unit[5] = (Last created unit)
                • Set Ka_Point[8] = (Position of Ka_Unit[5])
                • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[5]
                • Unit - Set Ka_Unit[5] movement speed to (Current movement speed of Ka_Unit[2])
                • Unit - Move Ka_Unit[5] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
                • Unit - Order Ka_Unit[5] to Attack (Ka_Point[1] offset by 600.00 towards (Ka_Ang[0] + 17.00) degrees)
                • Trigger - Turn on Hounds Move <gen>
              • Else - Actions
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Level of Lightning Hounds New for Ka_Unit[2]) Equal to (==) 3
                  • Then - Actions
                    • Unit - Create 1 Hound3 for (Owner of Ka_Unit[2]) at Ka_Point[1] facing Ka_Ang[0] degrees
                    • Set Ka_Unit[3] = (Last created unit)
                    • Set Ka_Point[6] = (Position of Ka_Unit[3])
                    • Set Ka_Real[5] = 50.00
                    • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[3]
                    • Unit - Set Ka_Unit[3] movement speed to (Current movement speed of Ka_Unit[2])
                    • Unit - Move Ka_Unit[3] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
                    • Unit - Order Ka_Unit[3] to Attack (Ka_Point[1] offset by 600.00 towards Ka_Ang[0] degrees)
                    • Unit - Create 1 Hound3 for (Owner of Ka_Unit[2]) at Ka_Point[1] facing (Ka_Ang[0] - 17.00) degrees
                    • Set Ka_Unit[4] = (Last created unit)
                    • Set Ka_Point[7] = (Position of Ka_Unit[4])
                    • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[4]
                    • Unit - Set Ka_Unit[4] movement speed to (Current movement speed of Ka_Unit[2])
                    • Unit - Move Ka_Unit[4] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
                    • Unit - Order Ka_Unit[4] to Attack (Ka_Point[1] offset by 600.00 towards (Ka_Ang[0] - 17.00) degrees)
                    • Unit - Create 1 Hound3 for (Owner of Ka_Unit[2]) at Ka_Point[1] facing (Ka_Ang[0] + 17.00) degrees
                    • Set Ka_Unit[5] = (Last created unit)
                    • Set Ka_Point[8] = (Position of Ka_Unit[5])
                    • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[5]
                    • Unit - Set Ka_Unit[5] movement speed to (Current movement speed of Ka_Unit[2])
                    • Unit - Move Ka_Unit[5] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
                    • Unit - Order Ka_Unit[5] to Attack (Ka_Point[1] offset by 600.00 towards (Ka_Ang[0] + 17.00) degrees)
                    • Trigger - Turn on Hounds Move <gen>
                  • Else - Actions
      • Wait 10.00 seconds
      • Set Ka_Int[0] = 0
      • Set Ka_Int[1] = 0
      • Set Ka_Int[2] = 0
      • Trigger - Turn off Hounds unit dies <gen>
      • Trigger - Turn off Hound Hits <gen>
  • Hounds Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ka_Unit[12] Equal to (==) No unit
          • Ka_Int[7] Not equal to (!=) 1
        • Then - Actions
          • Custom script: call RemoveLocation(udg_Ka_Point[9])
          • Custom script: call RemoveLocation(udg_Ka_Point[6])
          • Set Ka_Int[7] = 1
        • Else - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between Ka_Point[6] and Ka_Point[9]) Less than or equal to (<=) 125.00
              • Ka_Int[7] Not equal to (!=) 1
            • Then - Actions
              • Unit - Order Ka_Unit[3] to attack Ka_Unit[12]
              • Unit - Cause Ka_Unit[2] to damage Ka_Unit[12], dealing (75.00 + Ka_Real[5]) damage of attack type Spells and damage type Normal
              • Custom script: call RemoveLocation(udg_Ka_Point[9])
              • Custom script: call RemoveLocation(udg_Ka_Point[6])
              • Set Ka_Int[7] = 1
            • Else - Actions
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Ka_Int[7] Not equal to (!=) 1
                • Then - Actions
                  • -------- Target --------
                  • Set Ka_Point[9] = (Position of Ka_Unit[12])
                  • -------- Wolf --------
                  • Set Ka_Point[6] = (Position of Ka_Unit[3])
                  • Unit - Move Ka_Unit[3] instantly to (Ka_Point[6] offset by 30.00 towards (Angle from Ka_Point[6] to Ka_Point[9]) degrees), facing (Angle from Ka_Point[6] to Ka_Point[9]) degrees
                • Else - Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ka_Unit[13] Equal to (==) No unit
          • Ka_Int[8] Not equal to (!=) 1
        • Then - Actions
          • Custom script: call RemoveLocation(udg_Ka_Point[10])
          • Custom script: call RemoveLocation(udg_Ka_Point[7])
          • Set Ka_Int[8] = 1
        • Else - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between Ka_Point[7] and Ka_Point[10]) Less than or equal to (<=) 125.00
              • Ka_Int[8] Not equal to (!=) 1
            • Then - Actions
              • Unit - Order Ka_Unit[4] to attack Ka_Unit[13]
              • Unit - Cause Ka_Unit[2] to damage Ka_Unit[13], dealing (75.00 + Ka_Real[5]) damage of attack type Spells and damage type Normal
              • Custom script: call RemoveLocation(udg_Ka_Point[10])
              • Custom script: call RemoveLocation(udg_Ka_Point[7])
              • Set Ka_Int[8] = 1
            • Else - Actions
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Ka_Int[8] Not equal to (!=) 1
                • Then - Actions
                  • -------- Target --------
                  • Set Ka_Point[10] = (Position of Ka_Unit[13])
                  • -------- Wolf --------
                  • Set Ka_Point[7] = (Position of Ka_Unit[4])
                  • Unit - Move Ka_Unit[4] instantly to (Ka_Point[7] offset by 30.00 towards (Angle from Ka_Point[7] to Ka_Point[10]) degrees), facing (Angle from Ka_Point[7] to Ka_Point[10]) degrees
                • Else - Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ka_Unit[14] Equal to (==) No unit
          • Ka_Int[9] Not equal to (!=) 1
        • Then - Actions
          • Custom script: call RemoveLocation(udg_Ka_Point[11])
          • Custom script: call RemoveLocation(udg_Ka_Point[8])
          • Set Ka_Int[9] = 1
        • Else - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between Ka_Point[8] and Ka_Point[11]) Less than or equal to (<=) 125.00
              • Ka_Int[9] Not equal to (!=) 1
            • Then - Actions
              • Unit - Order Ka_Unit[5] to attack Ka_Unit[14]
              • Unit - Cause Ka_Unit[2] to damage Ka_Unit[14], dealing (75.00 + Ka_Real[5]) damage of attack type Spells and damage type Normal
              • Custom script: call RemoveLocation(udg_Ka_Point[11])
              • Custom script: call RemoveLocation(udg_Ka_Point[8])
              • Set Ka_Int[9] = 1
            • Else - Actions
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Ka_Int[9] Not equal to (!=) 1
                • Then - Actions
                  • -------- Target --------
                  • Set Ka_Point[11] = (Position of Ka_Unit[14])
                  • -------- Wolf --------
                  • Set Ka_Point[8] = (Position of Ka_Unit[5])
                  • Unit - Move Ka_Unit[5] instantly to (Ka_Point[8] offset by 30.00 towards (Angle from Ka_Point[8] to Ka_Point[11]) degrees), facing (Angle from Ka_Point[8] to Ka_Point[11]) degrees
                • Else - Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ka_Int[7] Equal to (==) 1
          • Ka_Int[8] Equal to (==) 1
          • Ka_Int[9] Equal to (==) 1
        • Then - Actions
          • Game - Display to (All players) the text: Trigger off.
          • Set Ka_Real[5] = 0.00
          • Set Ka_Int[7] = 0
          • Set Ka_Int[8] = 0
          • Set Ka_Int[9] = 0
          • Set Ka_Unit[12] = No unit
          • Set Ka_Unit[13] = No unit
          • Set Ka_Unit[14] = No unit
          • Trigger - Turn off (This trigger)
        • Else - Actions
  • Hound Hits
    • Events
    • Conditions
      • Multiple ConditionsOr - Any (Conditions) are true
        • Conditions
          • (Damage source) Equal to (==) Ka_Unit[3]
          • (Damage source) Equal to (==) Ka_Unit[4]
          • (Damage source) Equal to (==) Ka_Unit[5]
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Damage source) Equal to (==) Ka_Unit[3]
        • Then - Actions
          • Set Ka_Int[0] = (Ka_Int[0] + 1)
          • Game - Display to (All players) the text: ((String(Ka_Int[0])) + hits have been detected.)
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Ka_Int[0] Equal to (==) 4
              • Then - Actions
                • Unit - Remove Ka_Unit[3] from the game
                • Set Ka_Unit[3] = No unit
                • Set Ka_Int[0] = 0
              • Else - Actions
        • Else - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Damage source) Equal to (==) Ka_Unit[4]
            • Then - Actions
              • Set Ka_Int[1] = (Ka_Int[1] + 1)
              • Game - Display to (All players) the text: ((String(Ka_Int[1])) + hits have been detected.)
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Ka_Int[1] Equal to (==) 4
                  • Then - Actions
                    • Unit - Remove Ka_Unit[4] from the game
                    • Set Ka_Unit[4] = No unit
                    • Set Ka_Int[1] = 0
                  • Else - Actions
            • Else - Actions
              • Set Ka_Int[2] = (Ka_Int[2] + 1)
              • Game - Display to (All players) the text: ((String(Ka_Int[2])) + hits have been detected.)
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Ka_Int[2] Equal to (==) 4
                  • Then - Actions
                    • Unit - Remove Ka_Unit[5] from the game
                    • Set Ka_Unit[5] = No unit
                    • Set Ka_Int[2] = 0
                  • Else - Actions
  • Hounds unit dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Not equal to (!=) True
      • ((Triggering unit) is in Ka_Group[1]) Equal to (==) True
    • Actions
      • Unit Group - Remove (Triggering unit) from Ka_Group[1]
 
Level 6
Joined
Mar 2, 2013
Messages
127
Don't use waits. It is not MUI.
Anything used twice or more should be stored into a temp variable and the variable should be used.

You can get rid of the ITEs and simply use a formula for the stuff.
lternatively take all actions that are done the same out of the ITEs.

You leak unit groups and locations.

Anyway I can have it wait without wait? o_o
Whats "ITEs"
 
Level 6
Joined
Mar 2, 2013
Messages
127
So I cleaned up the first trigger, but I'm having trouble removing the waits.

  • Lightning Hounds
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Lightning Hounds New
    • Actions
      • Set Ka_Unit[2] = (Triggering unit)
      • Special Effect - Create a special effect attached to the Ka_SFX[2] of Ka_Unit[2] using Ka_SFX[0]
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the Ka_SFX[2] of Ka_Unit[2] using Ka_SFX[1]
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.50 seconds
      • Set Ka_Point[1] = (Position of Ka_Unit[2])
      • Set Ka_Ang[0] = (Facing of Ka_Unit[2])
      • Set Ka_Point[7] = (Target point of ability being cast)
      • Set Ka_Group[2] = (Units within 350.00 of Ka_Point[7] matching ((((Matching unit) belongs to an enemy of (Owner of Ka_Unit[2])) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
      • Set Ka_Int[10] = 11
      • Set Ka_Int[11] = 8
      • Set Ka_Int[12] = 1
      • Unit Group - Pick every unit in (Random 3 units from Ka_Group[2]) and do (Actions)
        • Loop - Actions
          • Set Ka_Unit[(Ka_Int[10] + Ka_Int[12])] = (Picked unit)
          • Set Ka_Point[(Ka_Int[11] + Ka_Int[12])] = (Position of (Picked unit))
          • Set Ka_Int[12] = (Ka_Int[12] + 1)
      • Custom script: call DestroyGroup (udg_Ka_Group[2])
      • Trigger - Turn on Hounds unit dies <gen>
      • Trigger - Turn on Hound Hits <gen>
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in Ka_Group[1]) Equal to (==) True
            • Then - Actions
            • Else - Actions
              • Trigger - Add to Hound Hits <gen> the event (Unit - (Picked unit) Takes damage)
              • Unit Group - Add (Picked unit) to Ka_Group[1]
      • Special Effect - Create a special effect attached to the Ka_SFX[2] of Ka_Unit[2] using Ka_SFX[0]
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the Ka_SFX[2] of Ka_Unit[2] using Ka_SFX[1]
      • Special Effect - Destroy (Last created special effect)
      • Animation - Play Ka_Unit[2]'s stand animation
      • Set Ka_Int[13] = (Level of Lightning Hounds New for Ka_Unit[2])
      • Set Ka_Real[5] = (25.00 x (Real(Ka_Int[13])))
      • Set Ka_UnitType[1] = Hound1
      • Set Ka_UnitType[2] = Hound2
      • Set Ka_UnitType[3] = Hound3
      • Unit - Create 1 Ka_UnitType[Ka_Int[13]] for (Owner of Ka_Unit[2]) at Ka_Point[1] facing Ka_Ang[0] degrees
      • Set Ka_Unit[3] = (Last created unit)
      • Set Ka_Point[6] = (Position of Ka_Unit[3])
      • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[3]
      • Unit - Set Ka_Unit[3] movement speed to (Current movement speed of Ka_Unit[2])
      • Unit - Move Ka_Unit[3] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
      • Unit - Order Ka_Unit[3] to Attack (Ka_Point[1] offset by 600.00 towards Ka_Ang[0] degrees)
      • Unit - Create 1 Ka_UnitType[Ka_Int[13]] for (Owner of Ka_Unit[2]) at Ka_Point[1] facing Ka_Ang[0] degrees
      • Set Ka_Unit[4] = (Last created unit)
      • Set Ka_Point[7] = (Position of Ka_Unit[4])
      • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[4]
      • Unit - Set Ka_Unit[4] movement speed to (Current movement speed of Ka_Unit[2])
      • Unit - Move Ka_Unit[4] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
      • Unit - Order Ka_Unit[4] to Attack (Ka_Point[1] offset by 600.00 towards (Ka_Ang[0] - 17.00) degrees)
      • Unit - Create 1 Ka_UnitType[Ka_Int[13]] for (Owner of Ka_Unit[2]) at Ka_Point[1] facing Ka_Ang[0] degrees
      • Set Ka_Unit[5] = (Last created unit)
      • Set Ka_Point[8] = (Position of Ka_Unit[5])
      • Unit - Add a 10.00 second Generic expiration timer to Ka_Unit[5]
      • Unit - Set Ka_Unit[5] movement speed to (Current movement speed of Ka_Unit[2])
      • Unit - Move Ka_Unit[5] instantly to (Ka_Point[1] offset by 50.00 towards Ka_Ang[0] degrees)
      • Unit - Order Ka_Unit[5] to Attack (Ka_Point[1] offset by 600.00 towards (Ka_Ang[0] + 17.00) degrees)
      • Trigger - Turn on Hounds Move <gen>
      • Wait 10.00 seconds
      • Set Ka_Int[0] = 0
      • Set Ka_Int[1] = 0
      • Set Ka_Int[2] = 0
      • Trigger - Turn off Hounds unit dies <gen>
      • Trigger - Turn off Hound Hits <gen>
 
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