^ How to do that??? obstacle checker :/. Must be widgets.
not this?
- Fireball ST
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Fireball [Single]
- Actions
- Set Max_Index = (Max_Index + 1)
- Set Caster[Max_Index] = (Triggering unit)
- Set Target[Max_Index] = (Target unit of ability being cast)
- Set TempPoint = (Position of Caster[Max_Index])
- Set TempPoint2 = (Position of Target[Max_Index])
- Set Angle[Max_Index] = (Angle from TempPoint to TempPoint2)
- Set TempPoint3 = (TempPoint offset by 100.00 towards Angle[Max_Index] degrees)
- Unit - Create 1 Fireball for (Owner of Caster[Max_Index]) at TempPoint3 facing Angle[Max_Index] degrees
- Set Dummy[Max_Index] = (Last created unit)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Max_Index Equal to 1
- Then - Actions
- Trigger - Turn on Loop 2 <gen>
- Else - Actions
- Custom script: call RemoveLocation(udg_TempPoint)
- Custom script: call RemoveLocation(udg_TempPoint2)
- Custom script: call RemoveLocation(udg_TempPoint3)
- Loop 2
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- For each (Integer Current_Index) from 1 to Max_Index, do (Actions)
- Loop - Actions
- Set TempPoint = (Position of Dummy[Current_Index])
- Set TempPoint2 = (Position of Target[Current_Index])
- Set Angle[Current_Index] = (Angle from TempPoint to TempPoint2)
- Set TempPoint3 = (TempPoint offset by (1000.00 x 0.03) towards Angle[Current_Index] degrees)
- Unit - Move Dummy[Current_Index] instantly to TempPoint3
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Distance between TempPoint and TempPoint2) Less than or equal to 100.00
- Then - Actions
- Special Effect - Create a special effect at TempPoint using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Kill Dummy[Current_Index]
- Unit - Cause Caster[Current_Index] to damage Target[Current_Index], dealing (100.00 x (Real((Level of Fireball [Single] for Caster[Current_Index])))) damage of attack type Spells and damage type Normal
- Set Caster[Current_Index] = Caster[Max_Index]
- Set Caster[Max_Index] = No unit
- Set Target[Current_Index] = Target[Max_Index]
- Set Target[Max_Index] = No unit
- Set Dummy[Current_Index] = Dummy[Max_Index]
- Set Dummy[Max_Index] = No unit
- Set Angle[Current_Index] = Angle[Max_Index]
- Set Angle[Max_Index] = 0.00
- Set Current_Index = (Current_Index - 1)
- Set Max_Index = (Max_Index - 1)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Max_Index Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- Else - Actions
- Custom script: call RemoveLocation(udg_TempPoint)
- Custom script: call RemoveLocation(udg_TempPoint2)
- Custom script: call RemoveLocation(udg_TempPoint3)