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GB Init
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Events
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Time - Elapsed game time is 0.01 seconds
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Conditions
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Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Here you can change the Speed of the projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Projectile_Speed = 17.00
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Here you can change the Right/Left Turning --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Turning = (45.00 / P_Projectile_Speed)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Here you change change the Up/Down motion of the projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Arc = (210.00 / P_Projectile_Speed)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- here you can change the AOE of the Projectile Explosion --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Aoe_Explosion = 250.00
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- here you can change the Special Effects --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Explosion_Effect = Units\NightElf\Wisp\WispExplode.mdl
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Set P_Explosion_Effect2 = Objects\Spawnmodels\Undead\UCancelDeath\UCancelDeath.mdl
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Here you can change the damage --------
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-------- The Damage will be multiplied by the level of the ability. --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Damage = 100.00
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Casting a GB
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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 Green Ball
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Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Don't change anything in this trigger. --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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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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Index_P[0] Equal to 0
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Then - Actions
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Trigger - Turn on GB Loop <gen>
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Else - Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Indexs --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set Index_P[0] = (Index_P[0] + 1)
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Set Index_P[1] = (Index_P[1] + 1)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting Points --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Caster[Index_P[0]] = (Triggering unit)
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Set P_Caster_Point[Index_P[0]] = (Position of P_Caster[Index_P[0]])
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Set P_Target_Point = (Target point of ability being cast)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting Angle --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Angle[Index_P[0]] = (Angle from P_Caster_Point[Index_P[0]] to P_Target_Point)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting remaining distance --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Remaining_Distance[Index_P[0]] = (Distance between P_Caster_Point[Index_P[0]] and P_Target_Point)
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Set P_Creating_Point = (P_Caster_Point[Index_P[0]] offset by 20.00 towards P_Angle[Index_P[0]] degrees)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Here i set the level. dont change it. --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Level[Index_P[0]] = (Level of (Ability being cast) for (Triggering unit))
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Reseting everything --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_AT_Time[Index_P[0]] = 0.24
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Set P_Condition_Integer[Index_P[0]] = 0
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Set P_Up_Down_Int[Index_P[0]] = 0
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Set P_Range[Index_P[0]] = 20.00
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Set P_Integer_Heigh[Index_P[2]] = 0
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting what if it will go right or left first --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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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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(Random integer number between 1 and 2) Equal to 1
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Then - Actions
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Set P_Turning_Boo[Index_P[0]] = True
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Set P_Integer[Index_P[0]] = 1
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Else - Actions
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Set P_Turning_Boo[Index_P[0]] = False
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Set P_Integer[Index_P[2]] = 0
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting if it will go up or down first. --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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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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(Random integer number between 1 and 2) Equal to 1
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Then - Actions
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Set P_Arc_Up_Boo[Index_P[0]] = True
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Else - Actions
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Set P_Arc_Up_Boo[Index_P[0]] = False
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-
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Set P_Run_Boolean[Index_P[0]] = True
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Creating the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Unit - Create 1 Projectile for (Owner of (Triggering unit)) at P_Creating_Point facing Default building facing degrees
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Unit - Deny shared vision of (Last created unit) to (Owner of (Triggering unit))
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Making unit flying --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Unit - Add Storm Crow Form to (Last created unit)
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Unit - Remove Storm Crow Form from (Last created unit)
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Animation - Change (Last created unit) flying height to 100.00 at 0.00
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Set P_Dummy_Unit[Index_P[0]] = (Last created unit)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting heigh. --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Custom script: set udg_P_Projectile_Heigh[udg_Index_P[0]] = GetLocationZ(udg_P_Creating_Point)
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Custom script: set udg_P_Projectile_Heigh4[udg_Index_P[0]] = GetLocationZ(udg_P_Target_Point)
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Set P_Projectile_Heigh2 = (P_Projectile_Heigh[Index_P[0]] + (Current flying height of (Last created unit)))
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Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh2 - P_Projectile_Heigh[Index_P[0]])
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Animation - Change (Last created unit) flying height to P_Projectile_Heigh3[Index_P[0]] at 0.00
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Custom script: call RemoveLocation(udg_P_Target_Point)
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Custom script: call RemoveLocation(udg_P_Creating_Point)
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GB 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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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Dont change anything in this trigger --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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For each (Integer Index_P[2]) from 1 to Index_P[0], 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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P_Run_Boolean[Index_P[2]] Equal to True
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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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(P_Projectile_Heigh3[Index_P[2]] - P_Projectile_Heigh5[Index_P[2]]) Less than or equal to 10.00
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Then - Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting everything for the Explosion --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Current_Point = (Position of P_Dummy_Unit[Index_P[2]])
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Set P_Damaged_Group = (Units within P_Aoe_Explosion of P_Current_Point matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of P_Dummy_Unit[Index_P[2]])) Equal to True))))
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Creating cool Special Effects --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Special Effect - Create a special effect at P_Current_Point using P_Explosion_Effect
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at P_Current_Point using P_Explosion_Effect2
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Special Effect - Destroy (Last created special effect)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Dealing damage to group --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Unit Group - Pick every unit in P_Damaged_Group and do (Actions)
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Loop - Actions
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Unit - Cause P_Caster[Index_P[2]] to damage (Picked unit), dealing (P_Damage x (Real(P_Level[Index_P[2]]))) damage of attack type Spells and damage type Normal
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Removing Leaks --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Custom script: call DestroyGroup(udg_P_Damaged_Group)
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Custom script: call RemoveLocation(udg_P_Current_Point)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Removing the unto --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Unit - Remove P_Dummy_Unit[Index_P[2]] from the game
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Making the this integer not able to run the trigger --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set Index_P[1] = (Index_P[1] - 1)
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Set P_Run_Boolean[Index_P[2]] = False
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Removing Leak --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Custom script: call RemoveLocation(udg_P_Caster_Point[udg_Index_P[2]])
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Turning off the Trigger --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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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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Index_P[1] Equal to 0
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Then - Actions
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Set Index_P[0] = 0
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Trigger - Turn off GB Loop <gen>
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Else - Actions
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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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P_Remaining_Distance[Index_P[2]] Less than or equal to (4.00 x P_Projectile_Speed)
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Then - Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Making the projectile fall down --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting everything to make move the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Range[Index_P[2]] = (P_Range[Index_P[2]] + P_Projectile_Speed)
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Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Moving the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting everything for the heigh of the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Custom script: set udg_P_Projectile_Heigh5[udg_Index_P[2]] = GetLocationZ(udg_P_Moving_Point)
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Set P_Projectile_Heigh3[Index_P[2]] = ((P_Projectile_Heigh[Index_P[2]] + (Current flying height of P_Dummy_Unit[Index_P[2]])) - P_Projectile_Heigh5[Index_P[2]])
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Set P_Integer_Heigh[Index_P[2]] = (P_Integer_Heigh[Index_P[2]] + 1)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Changing the heigh of the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Animation - Change P_Dummy_Unit[Index_P[2]] flying height to (P_Projectile_Heigh3[Index_P[2]] - ((Real(P_Integer_Heigh[Index_P[2]])) x 15.00)) at 0.00
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Removing Leaks --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Custom script: call RemoveLocation(udg_P_Moving_Point)
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Else - Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Moving the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting everything to move the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Range[Index_P[2]] = (P_Range[Index_P[2]] + P_Projectile_Speed)
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Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Moving the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting Heigh --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Custom script: set udg_P_Projectile_Heigh5[udg_Index_P[2]] = GetLocationZ(udg_P_Moving_Point)
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Custom script: call RemoveLocation(udg_P_Moving_Point)
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Set P_Projectile_Heigh3[Index_P[2]] = ((P_Projectile_Heigh[Index_P[2]] + (Current flying height of P_Dummy_Unit[Index_P[2]])) - P_Projectile_Heigh5[Index_P[2]])
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Changing heigh of the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
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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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P_Arc_Up_Boo[Index_P[2]] Equal to True
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Then - Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Making go Up then down the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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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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P_AT_Time[Index_P[2]] Greater than or equal to 0.12
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Then - Actions
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Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] + P_Arc)
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Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
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Else - Actions
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Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] - P_Arc)
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Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
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Else - Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Making go Down than Up the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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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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P_AT_Time[Index_P[2]] Greater than or equal to 0.12
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Then - Actions
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Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] - P_Arc)
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Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
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Else - Actions
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Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] + P_Arc)
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Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
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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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P_Turning_Boo[Index_P[2]] Equal to True
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Then - Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Making go Left then Right the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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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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P_AT_Time[Index_P[2]] Greater than or equal to 0.12
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Then - Actions
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Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] + P_Turning)
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Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
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Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
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Else - Actions
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Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] - P_Turning)
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Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
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Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
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-
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Custom script: call RemoveLocation(udg_P_Moving_Point)
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Else - Actions
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Making go Right than Left the Projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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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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P_AT_Time[Index_P[2]] Greater than or equal to 0.12
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Then - Actions
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Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] - P_Turning)
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Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
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Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
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Else - Actions
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Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] + P_Turning)
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Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
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Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
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-
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Custom script: call RemoveLocation(udg_P_Moving_Point)
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-
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Reseting everything to make go right/left, Up/Down the projectile --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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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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P_AT_Time[Index_P[2]] Less than or equal to 0.00
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Then - Actions
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Set P_AT_Time[Index_P[2]] = 0.24
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Set P_Integer[Index_P[2]] = (P_Integer[Index_P[2]] + 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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P_Integer[Index_P[2]] Equal to 2
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Then - Actions
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Set P_Turning_Boo[Index_P[2]] = False
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Set P_Integer[Index_P[2]] = 0
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Else - Actions
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Set P_Turning_Boo[Index_P[2]] = True
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-
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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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(Random integer number between 1 and 2) Equal to 1
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Then - Actions
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Set P_Arc_Up_Boo[Index_P[0]] = True
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Else - Actions
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Set P_Arc_Up_Boo[Index_P[0]] = False
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-
-
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Else - Actions
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Set P_AT_Time[Index_P[2]] = (P_AT_Time[Index_P[2]] - 0.03)
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-
-
-
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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-------- Setting remaining Distance --------
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-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
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Set P_Remaining_Distance[Index_P[2]] = (P_Remaining_Distance[Index_P[2]] - P_Projectile_Speed)
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-
-
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Else - Actions
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-
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-