yeah, i have no idea on how to do this..
because of this
because of this
- Time - Every 0.04 seconds of game time
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HCS2
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Events
- Time - Every 0.04 seconds of game time
- Conditions
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Actions
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For each (Integer HCS_Integers[2]) from 1 to HCS_Integers[1], 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
- HCS_Check[HCS_Integers[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
- HCS_Distance[HCS_Integers[2]] Greater than 100.00
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Then - Actions
- Set MVC_Point[0] = (Position of HCS_Caster[HCS_Integers[2]])
- Set MVC_Point[2] = (Position of HCS_Target[HCS_Integers[2]])
- Set HCS_Distance[HCS_Integers[1]] = (Distance between MVC_Point[0] and MVC_Point[2])
- Set HCS_Distance[HCS_Integers[2]] = (HCS_Distance[HCS_Integers[1]] - HCS_Speed[HCS_Integers[2]])
- Set HCS_Ange[HCS_Integers[1]] = (Angle from MVC_Point[0] to MVC_Point[2])
- Set MVC_Point[1] = (MVC_Point[0] offset by HCS_Speed[HCS_Integers[2]] towards HCS_Ange[HCS_Integers[2]] degrees)
- Animation - Play HCS_Caster[HCS_Integers[1]]'s walk animation
- Unit - Move HCS_Caster[HCS_Integers[2]] instantly to MVC_Point[1], facing HCS_Ange[HCS_Integers[2]] degrees
- Unit - Create 1 MVC_UnitType[6] for (Owner of HCS_Caster[HCS_Integers[2]]) at MVC_Point[1] facing HCS_Ange[HCS_Integers[2]] degrees
- Set RAS_Dummy = (Last created unit)
- Set RAS_Duration = 0.40
- Set RAS_HeightInc = False
- Set RAS_Color = 100.00
- Trigger - Run RemoveA <gen> (checking conditions)
- Set HCS_Timer[HCS_Integers[2]] = (HCS_Timer[HCS_Integers[2]] + 0.04)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- HCS_Timer[HCS_Integers[2]] Greater than or equal to HCS_Interval[HCS_Integers[2]]
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Then - Actions
- Set HCS_Timer[HCS_Integers[2]] = 0.00
- Set MVC_PickGroup = (Units within 130.00 of MVC_Point[1] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of HCS_Caster[HCS_Integers[2]])) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matchi
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Unit Group - Pick every unit in MVC_PickGroup and do (Actions)
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Loop - Actions
- Set MVC_Point[2] = (Position of (Picked unit))
- Set MVC_Point[3] = (MVC_Point[2] offset by (HCS_Speed[HCS_Integers[2]] x (HCS_Interval[HCS_Integers[2]] / 0.04)) towards HCS_Ange[HCS_Integers[2]] degrees)
- Unit - Move (Picked unit) instantly to MVC_Point[3]
- Unit - Cause HCS_Caster[HCS_Integers[2]] to damage (Picked unit), dealing HCS_Damage[HCS_Integers[2]] damage of attack type Spells and damage type Universal
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation (udg_MVC_Point[2])
- Custom script: call RemoveLocation (udg_MVC_Point[3])
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Loop - Actions
- Custom script: call DestroyGroup (udg_MVC_PickGroup)
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation (udg_MVC_Point[0])
- Custom script: call RemoveLocation (udg_MVC_Point[1])
- Custom script: call RemoveLocation (udg_MVC_Point[2])
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Else - Actions
- Set HCS_Check[HCS_Integers[2]] = False
- Unit - Turn collision for HCS_Caster[HCS_Integers[2]] On
- Animation - Change HCS_Caster[HCS_Integers[2]]'s animation speed to 100.00% of its original speed
- Animation - Reset HCS_Caster[HCS_Integers[2]]'s animation
- Set HCS_Timer[HCS_Integers[2]] = 0.00
- Set HCS_Integers[0] = (HCS_Integers[0] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- HCS_Integers[0] Equal to 0
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Then - Actions
- Set HCS_Integers[1] = 0
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer HCS_Integers[2]) from 1 to HCS_Integers[1], do (Actions)
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Events
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