@Hanky, thanks for the opt, hadnt thought of replacing the bj_DEGTORAD / bj_RADTODEG with real values
local real mx = d * Cos(angle * 0.01745)
local real my = d * Sin(angle * 0.01745)
this does look faster too, thanks i will remember this for future spells too
although the lifespan of the dummies does need to be greater than 1 second, because cluster rockets is a weird spell, it always takes ~1 second to reach the target, and so for all the casts except the first one, the dummy dies before the dragon heads reach the target, this results in no damage, so i could reduce it to ~1.5 but 1.0 is too low ^^ just cos cluster rockets is a weird spell
also, i did try implementing a timer, but because the spell needs to take x, then take it as a handle to move it to the timer's function, and then needs to do x= x-1, but every time the timer calls the timer's function it would retake the value of x, so it would never become x-1, which means all 8 spell casts (assuming x is left as 8) would be cast at the same location, i do not see any way around this otherwise i wouldve already implemented it
EDIT: @TheBlooddancer, hmm im not too big on it being level dependent, but i will make it dependent on the Spell's Level, that makes sense to me, but like.... this spell at hero level 1-3 is useless, and at say level 50 it would be rediculous. So im gna go by the level of the spell and make it into a hero spell, sound good?
you can ofc edit it to being based on the hero's level in your own map if you wnt but as for my spell thats posted here, i will make it ability level dependent
EDIT2: Updated!(at 1 in the morning yday, forgot to post then but im posting now!) Both spells are now Hero spells and the length of waves is spell level dependent! (can change it so its not easily too)