^ 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)