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Detect Collision?

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Level 6
Joined
Feb 16, 2014
Messages
193
So i'm making a Missile that follows a target(with a dummy unit) yeah the movement works but im having problem with the damage/explosion things,i want it to be that when that dummy unit(Missile) comes near a flying unit then that dummy unit would get removed and damage would be done to the flying unit,heres what i've tried so far....
  • SidewinderMExl
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set RLoc = (Playable map area)
      • Set PUnitLoc = (Position of (Matching unit))
      • Set UnitLoc = (Position of (Picked unit))
      • Unit Group - Pick every unit in (Units in RLoc matching (((Picked unit) is A flying unit) Equal to True)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in (Units within 512.00 of UnitLoc)) Greater than or equal to 1
                • Then - Actions
                • Else - Actions
              • Set MissileNear = (Units within 500.00 of UnitLoc matching ((Unit-type of (Matching unit)) Equal to Sidewinder Missile))
              • Unit - Cause (Matching unit) to damage circular area after 0.20 seconds of radius 350.00 at PUnitLoc, dealing (Random real number between 600.00 and 750.00) damage of attack type Siege and damage type Demolition
            • Else - Actions
      • Custom script: call RemoveRect(udg_RLoc)
      • Custom script: call RemoveLocation(udg_PUnitLoc)
      • Custom script: call RemoveLocation(udg_UnitLoc)
it just doesn't apply the damage :vw_death: help pleaseeeeee
 
Level 3
Joined
Sep 9, 2009
Messages
658
What do you want it to do again?

The missile can target ground units and will follow them, however anytime it comes close to a flying unit it explodes?

EDIT: You 're using matching unit and picked unit wrong. They're both the wrong event response for the situation which is why it doesn't work. What is MissileNear for?
 
Level 6
Joined
Feb 16, 2014
Messages
193
  • SidewinderM
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Sidewinder Missile
            • Then - Actions
              • Set Missile_Pos[0] = (Position of (Picked unit))
              • Set Sidewinder_Target = (Missile_Pos[0] offset by 100.00 towards (Facing of (Picked unit)) degrees)
              • Custom script: call SetUnitX(GetEnumUnit(), GetLocationX(udg_Sidewinder_Target))
              • Custom script: call SetUnitY(GetEnumUnit(), GetLocationY(udg_Sidewinder_Target))
            • Else - Actions
      • Set MissileNear = (Units within 100.00 of Missile_Pos[0] matching ((((Matching unit) is A flying unit) Equal to True) and (((Matching unit) belongs to an ally of (Owner of (Picked unit))) Equal to False)))
      • Unit Group - Pick every unit in MissileNear and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
            • Then - Actions
            • Else - Actions
          • Set Sidewinder_Dmg = (Random real number between 500.00 and 630.00)
          • Set Sidewinder_DmgGroup = (Position of (Picked unit))
          • Unit - Cause Missile_Sidewinder[SidewinderLoop[0]] to damage (Picked unit), dealing Sidewinder_Dmg damage of attack type Siege and damage type Demolition
      • Custom script: call RemoveLocation(udg_Missile_Pos[0])
      • Custom script: call RemoveLocation(udg_Sidewinder_Target)
Ok,so i managed to make the missile cause damage.
Working things:
1. The missile moves
2. It causes Damage
Problems:
1. It damages the caster(the unit firing the missile)
2. It doesn't die,the missile just continues its movement after it kills the target,lol it even goes out of thef map boundaries.

So how can i fix those problems?
EDIT: Ah after some few testing and changing i managed to make it work :ogre_haosis:
  • SidewinderM
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Sidewinder Missile
            • Then - Actions
              • Set Missile_Pos[0] = (Position of (Picked unit))
              • Set Sidewinder_Target = (Missile_Pos[0] offset by 100.00 towards (Facing of (Picked unit)) degrees)
              • Custom script: call SetUnitX(GetEnumUnit(), GetLocationX(udg_Sidewinder_Target))
              • Custom script: call SetUnitY(GetEnumUnit(), GetLocationY(udg_Sidewinder_Target))
            • Else - Actions
      • Set MissileNear = (Units within 100.00 of Missile_Pos[0] matching ((((Matching unit) is A flying unit) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Missile_Sidewinder[0])) Equal to False)))
      • Unit Group - Pick every unit in MissileNear and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between Missile_Pos[0] and (Position of (Picked unit))) Less than or equal to 100.00
            • Then - Actions
              • Set Sidewinder_Dmg = (Random real number between 500.00 and 630.00)
              • Set Sidewinder_DmgGroup = (Position of (Picked unit))
              • Unit - Cause Missile_Sidewinder[SidewinderLoop[0]] to damage (Picked unit), dealing Sidewinder_Dmg damage of attack type Siege and damage type Demolition
              • Unit - Add a 0.20 second Generic expiration timer to Missile_Sidewinder[0]
              • Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
            • Else - Actions
      • Custom script: call DestroyGroup(udg_MissileNear)
      • Custom script: call RemoveLocation(udg_Missile_Pos[0])
      • Custom script: call RemoveLocation(udg_Sidewinder_Target)
      • Custom script: call RemoveLocation(udg_Sidewinder_DmgGroup)
 
Last edited:
Level 12
Joined
Mar 24, 2011
Messages
1,082
Edit// is it working now ??? As I am looking at it, if you have 2 or more missiles at the same time it will bug grandiously, again if any other trigger creates a unit group inbetwen intervals, and that is 1/10 of a sec in which anything could happen... I didn't go much into it but... yea...


==================================================================================================
Ah, were to begin with.... that trigger is a mess... idk how it actualy gives any positive result...

I assume it should be MUI and not cause bugs...

This will cause bugs, I guarantee you. Especialy because it is the first thing in teh trigger...
  • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
This should be some sort of index, not 0.... I think....
  • Set Missile_Pos[0] = (Position of (Picked unit))
Uggh... what ? Why ?
  • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
  • Loop - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Unit-type of (Picked unit)) Equal to Sidewinder Missile
  • Then - Actions
  • Set Missile_Pos[0] = (Position of (Picked unit))
  • Set Sidewinder_Target = (Missile_Pos[0] offset by 100.00 towards (Facing of (Picked unit)) degrees)
  • Custom script: call SetUnitX(GetEnumUnit(), GetLocationX(udg_Sidewinder_Target))
  • Custom script: call SetUnitY(GetEnumUnit(), GetLocationY(udg_Sidewinder_Target))
  • Else - Actions

Ok, take this whole thing and put it around
  • Set MissileNear = (Units within 100.00 of Missile_Pos[0] matching ((((Matching unit) is A flying unit) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Missile_Sidewinder[0])) Equal to False)))
  • Unit Group - Pick every unit in MissileNear and do (Actions)
  • Loop - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Distance between Missile_Pos[0] and (Position of (Picked unit))) Less than or equal to 100.00
  • Then - Actions
  • Set Sidewinder_Dmg = (Random real number between 500.00 and 630.00)
  • Set Sidewinder_DmgGroup = (Position of (Picked unit))
  • Unit - Cause Missile_Sidewinder[SidewinderLoop[0]] to damage (Picked unit), dealing Sidewinder_Dmg damage of attack type Siege and damage type Demolition
  • Unit - Add a 0.20 second Generic expiration timer to Missile_Sidewinder[0]
  • Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
  • Else - Actions
  • Custom script: call DestroyGroup(udg_MissileNear)
  • Custom script: call RemoveLocation(udg_Missile_Pos[0])
  • Custom script: call RemoveLocation(udg_Sidewinder_Target)
  • Custom script: call RemoveLocation(udg_Sidewinder_DmgGroup)


  • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
  • Loop - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Unit-type of (Picked unit)) Equal to Sidewinder Missile
  • Then - Actions
  • Set Missile_Pos[0] = (Position of (Picked unit))
  • Set Sidewinder_Target = (Missile_Pos[0] offset by 100.00 towards (Facing of (Picked unit)) degrees)
  • Custom script: call SetUnitX(GetEnumUnit(), GetLocationX(udg_Sidewinder_Target))
  • Custom script: call SetUnitY(GetEnumUnit(), GetLocationY(udg_Sidewinder_Target))
  • //Maybe here ??
  • Else - Actions
 
Level 6
Joined
Feb 16, 2014
Messages
193
Ok here's the full code:
For creating the missile-
  • Sidewinder
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sidewinder
    • Actions
      • Set UnitLoc = (Position of (Triggering unit))
      • Unit - Create 1 Sidewinder Missile for (Owner of (Triggering unit)) at UnitLoc facing (Facing of (Triggering unit)) degrees
      • Set Missile_Sidewinder[0] = (Last created unit)
      • Set Missile_Sidewinder[1] = (Target unit of ability being cast)
      • Set Missile_Pos[0] = (Position of (Last created unit))
      • Set Missile_Pos[1] = (Position of (Target unit of ability being cast))
      • Set Missile_Angle = (Angle from Missile_Pos[0] to Missile_Pos[1])
      • Unit - Order (Last created unit) to Follow Missile_Sidewinder[1]
      • Animation - Change Missile_Sidewinder[0] flying height to (Current flying height of Missile_Sidewinder[1]) at 300.00
      • Custom script: call RemoveLocation(udg_UnitLoc)
So the missile will move and explode/cause damage when it comes near a unit:
  • SidewinderM
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Sidewinder Missile
            • Then - Actions
              • Set Missile_Pos[0] = (Position of (Picked unit))
              • Set Sidewinder_Target = (Missile_Pos[0] offset by 100.00 towards (Facing of (Picked unit)) degrees)
              • Custom script: call SetUnitX(GetEnumUnit(), GetLocationX(udg_Sidewinder_Target))
              • Custom script: call SetUnitY(GetEnumUnit(), GetLocationY(udg_Sidewinder_Target))
            • Else - Actions
      • Set MissileNear = (Units within 100.00 of Missile_Pos[0] matching ((((Matching unit) is A flying unit) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Missile_Sidewinder[0])) Equal to False)))
      • Unit Group - Pick every unit in MissileNear and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between Missile_Pos[0] and (Position of (Picked unit))) Less than or equal to 100.00
            • Then - Actions
              • Set Sidewinder_Dmg = (Random real number between 500.00 and 630.00)
              • Set Sidewinder_DmgGroup = (Position of (Picked unit))
              • Unit - Cause Missile_Sidewinder[SidewinderLoop[0]] to damage (Picked unit), dealing Sidewinder_Dmg damage of attack type Siege and damage type Demolition
              • Unit - Add a 0.20 second Generic expiration timer to Missile_Sidewinder[0]
              • Special Effect - Create a special effect at Sidewinder_DmgGroup using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
            • Else - Actions
      • Custom script: call DestroyGroup(udg_MissileNear)
      • Custom script: call RemoveLocation(udg_Missile_Pos[0])
      • Custom script: call RemoveLocation(udg_Sidewinder_Target)
      • Custom script: call RemoveLocation(udg_Sidewinder_DmgGroup)
Btw is this code MUI? if no then how can i make it MUI?
 
Level 6
Joined
Feb 16, 2014
Messages
193
You can either use hashtables or dynamic indexing. Some people here would say use dynamic indexing but I personally recommend using hashtables. It's easier to learn at first.
I'm quite a noob at those hashtables things,but i'll try to learn it.
EDIT: I looked at some tutorials about Hashtables and Indexing,i think i like to use Indexing.
Here's what i've tried so far:
  • UseAbility
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire Missile
    • Actions
      • Set MissileMax_Index = (MissileMax_Index + 1)
      • Set Missile_Shooter[MissileMax_Index] = (Triggering unit)
      • Set Missile_Target[MissileMax_Index] = (Target unit of ability being cast)
      • Set Missile_Damage[MissileMax_Index] = (Random real number between 300.00 and 420.00)
      • Set Missile_Pos[MissileMax_Index] = (Position of Missile_Shooter[MissileMax_Index])
      • Set MissileTarget_Pos[MissileMax_Index] = (Position of Missile_Target[MissileMax_Index])
      • Set Missile_Time[MissileMax_Index] = 5.00
      • Unit - Create 1 Missile for (Owner of Missile_Shooter[MissileMax_Index]) at (Position of Missile_Shooter[MissileMax_Index]) facing (Facing of Missile_Shooter[MissileMax_Index]) degrees
      • Set Missile_Dummy[MissileMax_Index] = (Last created unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MissileMax_Index Equal to 1
        • Then - Actions
          • Trigger - Turn on MoveExplode <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_Missile_Pos[udg_MissileMax_Index])
      • Custom script: call RemoveLocation(udg_MissileTarget_Pos[udg_MissileMax_Index])
thats when the unit uses the ability.
  • MoveExplode
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Temp_Missile) from 1 to MissileMax_Index, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • MissileMax_Index Equal to 1
                • Then - Actions
                  • Set Missile_Pos[Temp_Missile] = (Position of Missile_Dummy[Temp_Missile])
                  • Set MissileTarget_Pos[Temp_Missile] = (Missile_Pos[Temp_Missile] offset by 35.00 towards (Facing of Missile_Dummy[Temp_Missile]) degrees)
                  • Custom script: call SetUnitX(GetEnumUnit(), GetLocationX(udg_MissileTarget_Pos[udg_Temp_Missile]))
                  • Custom script: call SetUnitY(GetEnumUnit(), GetLocationY(udg_MissileTarget_Pos[udg_Temp_Missile]))
                • Else - Actions
      • Set Missile_Time[Temp_Missile] = (Missile_Time[Temp_Missile] - 1.00)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Missile_Time[Temp_Missile] Equal to 0.00
        • Then - Actions
          • Set MissileMax_Index = (MissileMax_Index - 1)
          • Set Temp_Missile = (Temp_Missile - 1)
          • Set Missile_Pos[Temp_Missile] = MissileTarget_Pos[MissileMax_Index]
          • Set MissileTarget_Pos[Temp_Missile] = MissileTarget_Pos[MissileMax_Index]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MissileMax_Index Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
to make the missile move. Though my problem is when i start to shoot 1 missile then it moves,but when i shoot another missile then both of the missiles just stops and stays in their current position, wtf?
 
Last edited:
Level 6
Joined
Feb 16, 2014
Messages
193
So anyone can help me in my problem in the above post? and btw what is more efficient to use, Hashtables or Indexing?
 
Level 12
Joined
Mar 24, 2011
Messages
1,082
Edit// I do understand that my last post was kinda funky and this looks a bit like a rage but... this should be the problem and... yea... Gl & hf

THIS >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>>
  • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
<<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< THIS

This thing. The last created unit group can be anything. I guarantee you that it is not the unit group you want. you have to create a unit group in the first trigger and add teh missile to it. Then swap this
  • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
to this
  • Unit Group - Pick every unit in TheNewMissilesUnitGroupVariableWhichYouCreatedAndContainsAllFiredAndActiveMissiles and do (Actions)
Note: The naming may differ slightly ;D

Afterwards, when a missile hits, destroy it and remove it from the unit group.
Then check if it is empty, turn off the timed trigger and set MissileMax_Index to 0
 
Level 6
Joined
Feb 16, 2014
Messages
193
Edit// I do understand that my last post was kinda funky and this looks a bit like a rage but... this should be the problem and... yea... Gl & hf

THIS >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>>
  • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
<<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< <<< THIS

This thing. The last created unit group can be anything. I guarantee you that it is not the unit group you want. you have to create a unit group in the first trigger and add teh missile to it. Then swap this
  • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
to this
  • Unit Group - Pick every unit in TheNewMissilesUnitGroupVariableWhichYouCreatedAndContainsAllFiredAndActiveMissiles and do (Actions)
Note: The naming may differ slightly ;D

Afterwards, when a missile hits, destroy it and remove it from the unit group.
Then check if it is empty, turn off the timed trigger and set MissileMax_Index to 0

@nedio ok i'll have to try that
@GhostHunter i already tried looking and examining the code before,but its too long so i can't understand much of it :(
EDIT: :goblin_cry: it's still not MUI,everytime i shoot the missile then shoot another one(while the first one is still moving) then both of the missile stops and just freezes(doesn't freeze the game,only the missiles freezes) i have no idea what i'm doing wrong:
  • UseAbility
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire Missile
    • Actions
      • Set MissileMax_Index[1] = (MissileMax_Index[1] + 1)
      • Set Missile_Shooter[MissileMax_Index[1]] = (Triggering unit)
      • Set Missile_Target[MissileMax_Index[1]] = (Target unit of ability being cast)
      • Set Missile_Damage[MissileMax_Index[1]] = (Random real number between 300.00 and 420.00)
      • Set Missile_Pos[MissileMax_Index[1]] = (Position of Missile_Shooter[MissileMax_Index[1]])
      • Set MissileTarget_Pos[MissileMax_Index[1]] = (Position of Missile_Target[MissileMax_Index[1]])
      • Set Missile_Time[MissileMax_Index[1]] = 5.00
      • Set Missile_Angle[MissileMax_Index[1]] = (Facing of Missile_Shooter[MissileMax_Index[1]])
      • Unit - Create 1 Missile for (Owner of Missile_Shooter[MissileMax_Index[1]]) at (Position of Missile_Shooter[MissileMax_Index[1]]) facing Missile_Angle[MissileMax_Index[1]] degrees
      • Set Missile_Dummy[MissileMax_Index[1]] = (Last created unit)
      • Unit - Add a 2.50 second Generic expiration timer to Missile_Dummy[MissileMax_Index[1]]
      • Unit Group - Add Missile_Dummy[MissileMax_Index[1]] to MissileGroup
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MissileMax_Index[1] Equal to 1
        • Then - Actions
          • Trigger - Turn on MoveExplode <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_Missile_Pos[udg_MissileMax_Index[2]])
      • Custom script: call RemoveLocation(udg_MissileTarget_Pos[udg_MissileMax_Index[2]])
and
  • MoveExplode
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer MissileMax_Index[2]) from 1 to MissileMax_Index[1], do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in MissileGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • MissileMax_Index[1] Equal to 1
                • Then - Actions
                  • Set Missile_Pos[MissileMax_Index[2]] = (Position of Missile_Dummy[MissileMax_Index[1]])
                  • Set MissileTarget_Pos[MissileMax_Index[2]] = (Missile_Pos[MissileMax_Index[1]] offset by 35.00 towards (Facing of Missile_Dummy[MissileMax_Index[1]]) degrees)
                  • Custom script: call SetUnitX(GetEnumUnit(), GetLocationX(udg_MissileTarget_Pos[udg_MissileMax_Index[2]]))
                  • Custom script: call SetUnitY(GetEnumUnit(), GetLocationY(udg_MissileTarget_Pos[udg_MissileMax_Index[2]]))
                • Else - Actions
      • Set Missile_Time[MissileMax_Index[2]] = (Missile_Time[MissileMax_Index[2]] - 1.00)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Missile_Time[MissileMax_Index[2]] Equal to 0.00
        • Then - Actions
          • Set MissileMax_Index[1] = (MissileMax_Index[1] - 1)
          • Set Missile_Pos[MissileMax_Index[2]] = Missile_Pos[MissileMax_Index[1]]
          • Set MissileTarget_Pos[MissileMax_Index[2]] = MissileTarget_Pos[MissileMax_Index[1]]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MissileMax_Index[2] Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
 
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