- Joined
- Jan 21, 2010
- Messages
- 2,111
I have another problem
Sorry for bad spelling...
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Then - Actions
- Else - Actions
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Else - Actions
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Set HA_Dur[HA] = (HA_Dur[HA] + 0.05)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- HA_Order[HA] Equal to (==) 0.75
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Then - Actions
- Set HA_Order[HA] = 0.00
- Animation - Change HA_GhostAgi[HA] flying height to ...
- Animation - Change HA_GhostInt[HA] flying height to ....
- Animation - Change HA_GhostStr[HA] flying height to ...
- Set GlobalPoint[1] = (Position of HA_GhostStr[HA])
- Set GlobalPoint[2] = (Position of HA_GhostAgi[HA])
- Set GlobalPoint[3] = (Position of HA_GhostInt[HA])
- Set GlobalPoint[4] = (Position of HA_Caster[HA])
- Unit - Order HA_GhostStr[HA] to Move To (Random point in....
- Unit - Order HA_GhostAgi[HA] to Move To (Random point in ....
- Unit - Order HA_GhostInt[HA] to Move To (Random point in ....
- Custom script: set bj_wantDestroyGroup = true
- Set GlobalGroup[0] = (Units within 100.00 of GlobalPoint[1] matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and ((((Matching unit) belongs to an ally of (Owner of HA_Caster[HA])) Equal to (==) False) and (((Mat
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in GlobalGroup[0] and do (Actions)
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Loop - Actions
- Unit - Cause HA_GhostStr[HA] to damage (Picked unit), dealing (Real(HA_DamageStr[HA])) damage of attack type Hero and damage type Universal
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Loop - Actions
- Custom script: set bj_wantDestroyGroup = true
- Set GlobalGroup[1] = (Units within 100.00 of GlobalPoint[2] matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and ((((Matching unit) belongs to an ally of (Owner of HA_Caster[HA])) Equal to (==) False) and (((Mat
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in GlobalGroup[1] and do (Actions)
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Loop - Actions
- Unit - Cause HA_GhostAgi[HA] to damage (Picked unit), dealing (Real(HA_DamageAgi[HA])) damage of attack type Hero and damage type Universal
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Loop - Actions
- Custom script: set bj_wantDestroyGroup = true
- Set GlobalGroup[2] = (Units within 100.00 of GlobalPoint[3] matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and ((((Matching unit) belongs to an ally of (Owner of HA_Caster[HA])) Equal to (==) False) and (((Mat
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in GlobalGroup[2] and do (Actions)
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Loop - Actions
- Unit - Cause HA_GhostInt[HA] to damage (Picked unit), dealing (Real(HA_DamageInt[HA])) damage of attack type Hero and damage type Universal
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Loop - Actions
- Custom script: call RemoveLocation(udg_GlobalPoint[1])
- Custom script: call RemoveLocation(udg_GlobalPoint[2])
- Custom script: call RemoveLocation(udg_GlobalPoint[3])
- Custom script: call RemoveLocation(udg_GlobalPoint[4])
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Else - Actions
- Set HA_Order[HA] = (HA_Order[HA] + 0.05)
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Set HA_Dur[HA] = (HA_Dur[HA] + 0.05)
Sorry for bad spelling...
Last edited: