-
GB Init
-

Events
-


Time - Elapsed game time is 0.01 seconds
-
-

Conditions
-

Actions
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Here you can change the Speed of the projectile --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Projectile_Speed = 17.00
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Here you can change the Right/Left Turning --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Turning = (45.00 / P_Projectile_Speed)
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Here you change change the Up/Down motion of the projectile --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Arc = (210.00 / P_Projectile_Speed)
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- here you can change the AOE of the Projectile Explosion --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Aoe_Explosion = 250.00
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- here you can change the Special Effects --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Explosion_Effect = Units\NightElf\Wisp\WispExplode.mdl
-


Set P_Explosion_Effect2 = Objects\Spawnmodels\Undead\UCancelDeath\UCancelDeath.mdl
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Here you can change the damage --------
-


-------- The Damage will be multiplied by the level of the ability. --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Damage = 100.00
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
-
-
Casting a GB
-

Events
-


Unit - A unit Starts the effect of an ability
-
-

Conditions
-


(Ability being cast) Equal to Green Ball
-
-

Actions
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Don't change anything in this trigger. --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




Index_P[0] Equal to 0
-
-



Then - Actions
-




Trigger - Turn on GB Loop <gen>
-
-



Else - Actions
-
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Indexs --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set Index_P[0] = (Index_P[0] + 1)
-


Set Index_P[1] = (Index_P[1] + 1)
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Setting Points --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Caster[Index_P[0]] = (Triggering unit)
-


Set P_Caster_Point[Index_P[0]] = (Position of P_Caster[Index_P[0]])
-


Set P_Target_Point = (Target point of ability being cast)
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Setting Angle --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Angle[Index_P[0]] = (Angle from P_Caster_Point[Index_P[0]] to P_Target_Point)
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Setting remaining distance --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Remaining_Distance[Index_P[0]] = (Distance between P_Caster_Point[Index_P[0]] and P_Target_Point)
-


Set P_Creating_Point = (P_Caster_Point[Index_P[0]] offset by 20.00 towards P_Angle[Index_P[0]] degrees)
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Here i set the level. dont change it. --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_Level[Index_P[0]] = (Level of (Ability being cast) for (Triggering unit))
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Reseting everything --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Set P_AT_Time[Index_P[0]] = 0.24
-


Set P_Condition_Integer[Index_P[0]] = 0
-


Set P_Up_Down_Int[Index_P[0]] = 0
-


Set P_Range[Index_P[0]] = 20.00
-


Set P_Integer_Heigh[Index_P[2]] = 0
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Setting what if it will go right or left first --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




(Random integer number between 1 and 2) Equal to 1
-
-



Then - Actions
-




Set P_Turning_Boo[Index_P[0]] = True
-




Set P_Integer[Index_P[0]] = 1
-
-



Else - Actions
-




Set P_Turning_Boo[Index_P[0]] = False
-




Set P_Integer[Index_P[2]] = 0
-
-
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Setting if it will go up or down first. --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




(Random integer number between 1 and 2) Equal to 1
-
-



Then - Actions
-




Set P_Arc_Up_Boo[Index_P[0]] = True
-
-



Else - Actions
-




Set P_Arc_Up_Boo[Index_P[0]] = False
-
-
-


Set P_Run_Boolean[Index_P[0]] = True
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Creating the Projectile --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Unit - Create 1 Projectile for (Owner of (Triggering unit)) at P_Creating_Point facing Default building facing degrees
-


Unit - Deny shared vision of (Last created unit) to (Owner of (Triggering unit))
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Making unit flying --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Unit - Add Storm Crow Form to (Last created unit)
-


Unit - Remove Storm Crow Form from (Last created unit)
-


Animation - Change (Last created unit) flying height to 100.00 at 0.00
-


Set P_Dummy_Unit[Index_P[0]] = (Last created unit)
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Setting heigh. --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


Custom script: set udg_P_Projectile_Heigh[udg_Index_P[0]] = GetLocationZ(udg_P_Creating_Point)
-


Custom script: set udg_P_Projectile_Heigh4[udg_Index_P[0]] = GetLocationZ(udg_P_Target_Point)
-


Set P_Projectile_Heigh2 = (P_Projectile_Heigh[Index_P[0]] + (Current flying height of (Last created unit)))
-


Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh2 - P_Projectile_Heigh[Index_P[0]])
-


Animation - Change (Last created unit) flying height to P_Projectile_Heigh3[Index_P[0]] at 0.00
-


Custom script: call RemoveLocation(udg_P_Target_Point)
-


Custom script: call RemoveLocation(udg_P_Creating_Point)
-
-
-
GB Loop
-

Events
-


Time - Every 0.03 seconds of game time
-
-

Conditions
-

Actions
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


-------- Dont change anything in this trigger --------
-


-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-


For each (Integer Index_P[2]) from 1 to Index_P[0], do (Actions)
-



Loop - Actions
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






P_Run_Boolean[Index_P[2]] Equal to True
-
-





Then - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








(P_Projectile_Heigh3[Index_P[2]] - P_Projectile_Heigh5[Index_P[2]]) Less than or equal to 10.00
-
-







Then - Actions
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








-------- Setting everything for the Explosion --------
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








Set P_Current_Point = (Position of P_Dummy_Unit[Index_P[2]])
-








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))))
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








-------- Creating cool Special Effects --------
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








Special Effect - Create a special effect at P_Current_Point using P_Explosion_Effect
-








Special Effect - Destroy (Last created special effect)
-








Special Effect - Create a special effect at P_Current_Point using P_Explosion_Effect2
-








Special Effect - Destroy (Last created special effect)
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








-------- Dealing damage to group --------
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








Unit Group - Pick every unit in P_Damaged_Group and do (Actions)
-









Loop - Actions
-










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
-
-
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








-------- Removing Leaks --------
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








Custom script: call DestroyGroup(udg_P_Damaged_Group)
-








Custom script: call RemoveLocation(udg_P_Current_Point)
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








-------- Removing the unto --------
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








Unit - Remove P_Dummy_Unit[Index_P[2]] from the game
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








-------- Making the this integer not able to run the trigger --------
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








Set Index_P[1] = (Index_P[1] - 1)
-








Set P_Run_Boolean[Index_P[2]] = False
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








-------- Removing Leak --------
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








Custom script: call RemoveLocation(udg_P_Caster_Point[udg_Index_P[2]])
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








-------- Turning off the Trigger --------
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










Index_P[1] Equal to 0
-
-









Then - Actions
-










Set Index_P[0] = 0
-










Trigger - Turn off GB Loop <gen>
-
-









Else - Actions
-
-
-







Else - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










P_Remaining_Distance[Index_P[2]] Less than or equal to (4.00 x P_Projectile_Speed)
-
-









Then - Actions
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Making the projectile fall down --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Setting everything to make move the Projectile --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










Set P_Range[Index_P[2]] = (P_Range[Index_P[2]] + P_Projectile_Speed)
-










Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Moving the Projectile --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Setting everything for the heigh of the Projectile --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










Custom script: set udg_P_Projectile_Heigh5[udg_Index_P[2]] = GetLocationZ(udg_P_Moving_Point)
-










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]])
-










Set P_Integer_Heigh[Index_P[2]] = (P_Integer_Heigh[Index_P[2]] + 1)
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Changing the heigh of the Projectile --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










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
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Removing Leaks --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










Custom script: call RemoveLocation(udg_P_Moving_Point)
-
-









Else - Actions
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Moving the Projectile --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Setting everything to move the Projectile --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










Set P_Range[Index_P[2]] = (P_Range[Index_P[2]] + P_Projectile_Speed)
-










Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Moving the Projectile --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Setting Heigh --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










Custom script: set udg_P_Projectile_Heigh5[udg_Index_P[2]] = GetLocationZ(udg_P_Moving_Point)
-










Custom script: call RemoveLocation(udg_P_Moving_Point)
-










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]])
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Changing heigh of the Projectile --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-










If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-











If - Conditions
-












P_Arc_Up_Boo[Index_P[2]] Equal to True
-
-











Then - Actions
-












-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-












-------- Making go Up then down the Projectile --------
-












-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-












If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
-














P_AT_Time[Index_P[2]] Greater than or equal to 0.12
-
-













Then - Actions
-














Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] + P_Arc)
-














Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-
-













Else - Actions
-














Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] - P_Arc)
-














Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-
-
-
-











Else - Actions
-












-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-












-------- Making go Down than Up the Projectile --------
-












-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-












If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
-














P_AT_Time[Index_P[2]] Greater than or equal to 0.12
-
-













Then - Actions
-














Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] - P_Arc)
-














Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-
-













Else - Actions
-














Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] + P_Arc)
-














Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-
-
-
-
-










If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-











If - Conditions
-












P_Turning_Boo[Index_P[2]] Equal to True
-
-











Then - Actions
-












-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-












-------- Making go Left then Right the Projectile --------
-












-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-












If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
-














P_AT_Time[Index_P[2]] Greater than or equal to 0.12
-
-













Then - Actions
-














Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] + P_Turning)
-














Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
-














Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-
-













Else - Actions
-














Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] - P_Turning)
-














Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
-














Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-
-
-












Custom script: call RemoveLocation(udg_P_Moving_Point)
-
-











Else - Actions
-












-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-












-------- Making go Right than Left the Projectile --------
-












-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-












If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
-














P_AT_Time[Index_P[2]] Greater than or equal to 0.12
-
-













Then - Actions
-














Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] - P_Turning)
-














Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
-














Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-
-













Else - Actions
-














Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] + P_Turning)
-














Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
-














Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-
-
-












Custom script: call RemoveLocation(udg_P_Moving_Point)
-
-
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










-------- Reseting everything to make go right/left, Up/Down the projectile --------
-










-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-










If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-











If - Conditions
-












P_AT_Time[Index_P[2]] Less than or equal to 0.00
-
-











Then - Actions
-












Set P_AT_Time[Index_P[2]] = 0.24
-












Set P_Integer[Index_P[2]] = (P_Integer[Index_P[2]] + 1)
-












If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
-














P_Integer[Index_P[2]] Equal to 2
-
-













Then - Actions
-














Set P_Turning_Boo[Index_P[2]] = False
-














Set P_Integer[Index_P[2]] = 0
-
-













Else - Actions
-














Set P_Turning_Boo[Index_P[2]] = True
-
-
-












If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
-














(Random integer number between 1 and 2) Equal to 1
-
-













Then - Actions
-














Set P_Arc_Up_Boo[Index_P[0]] = True
-
-













Else - Actions
-














Set P_Arc_Up_Boo[Index_P[0]] = False
-
-
-
-











Else - Actions
-












Set P_AT_Time[Index_P[2]] = (P_AT_Time[Index_P[2]] - 0.03)
-
-
-
-
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








-------- Setting remaining Distance --------
-








-------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-








Set P_Remaining_Distance[Index_P[2]] = (P_Remaining_Distance[Index_P[2]] - P_Projectile_Speed)
-
-
-
-





Else - Actions
-
-
-
-
-



