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Animation - Play Kabuto_Dummy_Itachi's spell throw animation
Unit - Create 1 Fire ball Dummy for (Owner of Kabuto_Caster) at ((Position of Kabuto_Dummy_Itachi) offset by 120.00 towards (Facing of Kabuto_Dummy_Itachi) degrees) facing (Facing of Kabuto_Dummy_Itachi) degrees
Set Fireball_Dummy = (Last created unit)
Set Fireball_Real = (Facing of Kabuto_Dummy_Itachi)
Set Fireball_Point = (Position of Fireball_Dummy)
Set Fireball_Point_2 = (Fireball_Point offset by 16.00 towards Fireball_Real degrees)
Set Fireball_Integer = (Fireball_Integer + 1.00)
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Fireball_Integer Less than or equal to (<=) 70.00
Then - Actions
Unit - Move Fireball_Dummy instantly to Fireball_Point_2
If you did just what LordDz wrote to the trigger you posted in post #3 and you did not do any other changes, then it won't do you any good.
First of all, you would create 33 fireball units per second (= one every 0.03) and move only the last one. Let me tell you right now - 33 units in one place is a lot of units. It will affect your game.
Second, in what you posted, you create 2 locations to move the missile - you save those locations into Fireball_Point and Fireball_Point2 respectively. Thing is, you don't destroy those locations after you're done with it, thus causing memory leak. You create 66 memory leaks per second which is a lot of leaks. You need to destroy those locations via custom script:
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