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MultiWarstomp
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Shockwave
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Actions
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For each (Integer LoopVariable) from 1 to 10, do (Actions)
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Loop - Actions
- Wait 0.01 seconds
- Set TempPoint[0] = (Position of (Casting unit))
- Set TempPoint[1] = (Target point of ability being cast)
- Set TempPoint[2] = (TempPoint[0] offset by (100.00 x (Real(LoopVariable))) towards (Real(Angle)) degrees)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- LoopVariable Equal to 1
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Then - Actions
- Set Angle = (Integer((Angle from TempPoint[0] to TempPoint[1])))
- Else - Actions
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If - Conditions
- Unit - Create 1 Dummy Warstomp SUpEr MASS for (Owner of (Casting unit)) at TempPoint[2] facing Default building facing degrees
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Animation - Change (Last created unit)'s vertex coloring to (((Real(LoopVariable)) x 10.00)%, (100.00 - ((Real(LoopVariable)) x 10.00))%, 100.00%) with 0.00% transparency
- Unit - Set level of War Stomp for (Last created unit) to (Level of Animate Dead for (Casting unit))
- Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
- Custom script: call RemoveLocation(udg_TempPoint[0])
- Custom script: call RemoveLocation(udg_TempPoint[1])
- Custom script: call RemoveLocation(udg_TempPoint[2])
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Loop - Actions
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For each (Integer LoopVariable) from 1 to 10, do (Actions)
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Events
its not fitting like i want the dummy yo be created faster i mean in this line like now it looks like he do warstomp then it creates dummy 1 sec after in a line :S not like i want :S