- Joined
- Jun 24, 2009
- Messages
- 1,408
I am making a boomerang type skill(first time) and I have a little problem with it's movement. The problem is that it moves a whole circle but I'm just done with the half of the trigger also the movement line forms a heart now....
where the problem is?
The trigger is very very half done.
where the problem is?
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Shuriken
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Shuriken
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SIndex Less than SMax
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Then - Actions
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Set SIndex = (SIndex + 1)
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Else - Actions
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Set SIndex = 1
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Set SCaster[SIndex] = (Triggering unit)
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Set STargetPoint[SIndex] = (Target point of ability being cast)
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Set SCasterPoint[SIndex] = (Position of SCaster[SIndex])
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Set SDistanceMax[SIndex] = 1400.00
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Set SDistanceInner[SIndex] = (SDistanceMax[SIndex] / 10.00)
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Set SDistanceOuter[SIndex] = (SDistanceMax[SIndex] / 2.00)
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Set SDistance[SIndex] = SDistanceOuter[SIndex]
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Set SMove[SIndex] = ((SDistanceOuter[SIndex] - SDistanceInner[SIndex]) x 0.03)
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Set SBoomerangPoint[SIndex] = (SCasterPoint[SIndex] offset by (SDistanceMax[SIndex] / 2.00) towards (Angle from SCasterPoint[SIndex] to STargetPoint[SIndex]) degrees)
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Set SAngle[SIndex] = (Angle from SBoomerangPoint[SIndex] to SCasterPoint[SIndex])
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Set SDamage[SIndex] = (100.00 + (50.00 x (Real((Level of Shuriken for SCaster[SIndex])))))
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Set SChange[SIndex] = False
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Set SBack[SIndex] = False
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Unit - Create 1 Shuriken for (Owner of SCaster[SIndex]) at SCasterPoint[SIndex] facing Default building facing degrees
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Set SDummy[SIndex] = (Last created unit)
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Animation - Change SDummy[SIndex]'s animation speed to 150.00% of its original speed
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Custom script: call RemoveLocation (udg_STargetPoint[udg_SIndex])
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Set SHas[SIndex] = True
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Set SCount = (SCount + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Shuriken Loop <gen> is on) Equal to False
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Then - Actions
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Trigger - Turn on Shuriken Loop <gen>
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Else - Actions
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Shuriken Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer SInteger) from 1 to SMax, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SHas[SInteger] Equal to True
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Then - Actions
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Set SAngle[SInteger] = (SAngle[SInteger] + 5.00)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SBack[SInteger] Equal to False
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SChange[SInteger] Equal to False
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Then - Actions
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Set SDistance[SInteger] = (SDistance[SInteger] - SMove[SInteger])
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Else - Actions
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Set SDistance[SInteger] = (SDistance[SInteger] + SMove[SInteger])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SDistance[SInteger] Less than or equal to SDistanceInner[SInteger]
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Then - Actions
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Set SChange[SInteger] = True
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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And - All (Conditions) are true
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Conditions
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SChange[SInteger] Equal to True
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SDistance[SInteger] Greater than or equal to SDistanceOuter[SInteger]
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Then - Actions
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Set SBack[SInteger] = True
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Else - Actions
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Else - Actions
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Set STempPoint = (SBoomerangPoint[SInteger] offset by SDistance[SInteger] towards SAngle[SInteger] degrees)
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Unit - Move SDummy[SInteger] instantly to STempPoint
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Custom script: call RemoveLocation (udg_STempPoint)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SCount Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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