- Joined
- Feb 9, 2009
- Messages
- 1,800
Having an snag where the unit in motion suddenly stops upon hitting a valid target
at my wit's end with this.
at my wit's end with this.
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Then - Actions
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Set HM_Point_Dummy[HM_AAAKey] = (Position of HM_Unit_Dummy[HM_AAAKey])
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Set HM_TGroup = (Units within 1000.00 of HM_Point_Dummy[HM_AAAKey] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of HM_Unit_Dummy[HM_AAAKey])) Equal to True) and (((Matching unit) is visible to (Owner of HM_Unit_Dum
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Random unit from HM_TGroup) Equal to No unit
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Then - Actions
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Set HM_Unit_Target[HM_AAAKey] = (Random unit from HM_TGroup)
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Custom script: call DestroyGroup( udg_HM_TGroup)
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Else - Actions
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Custom script: call RemoveLocation (udg_HM_Point_Dummy[udg_HM_AAAKey])
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Custom script: call DestroyGroup( udg_HM_TGroup)
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Set HM_Unit_Target[HM_AAAKey] = No unit
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Set HM_Duration[HM_AAAKey] = 1.00
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Skip remaining actions
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HM Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in HM_Group and do (Actions)
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Loop - Actions
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Set HM_AAAKey = (Custom value of (Picked unit))
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Set HM_Unit_Dummy[HM_AAAKey] = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_Duration[HM_AAAKey] Greater than 0.00
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Then - Actions
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Set HM_Duration[HM_AAAKey] = (HM_Duration[HM_AAAKey] - 0.03)
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-------- --------
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Set HM_Point_Dummy[HM_AAAKey] = (Position of HM_Unit_Dummy[HM_AAAKey])
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Set HM_Point_Caster[HM_AAAKey] = (Position of HM_Unit_Caster[HM_AAAKey])
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Set HM_real[1] = (Facing of HM_Unit_Dummy[HM_AAAKey])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Distance between HM_Point_Caster[HM_AAAKey] and HM_Point_Dummy[HM_AAAKey]) Greater than or equal to 400.00
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Then - Actions
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Set HM_real[2] = (Angle from HM_Point_Dummy[HM_AAAKey] to HM_Point_Caster[HM_AAAKey])
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Else - Actions
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Set HM_Point_Dummy_Offset[HM_AAAKey] = (HM_Point_Dummy[HM_AAAKey] offset by 2.50 towards HM_real[1] degrees)
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Set HM_real[2] = (Angle from HM_Point_Dummy[HM_AAAKey] to HM_Point_Dummy_Offset[HM_AAAKey])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(HM_real[2] - HM_real[1]) Greater than or equal to 180.00
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Then - Actions
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Set HM_real[1] = (HM_real[1] + 360.00)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(HM_real[2] - HM_real[1]) Less than or equal to -180.00
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Then - Actions
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Set HM_real[2] = (HM_real[2] + 360.00)
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Else - Actions
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Set HM_real[3] = ((HM_real[1] + HM_real[2]) / 2.00)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(HM_real[3] - HM_real[1]) Greater than HM_TurnRate[HM_AAAKey]
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Then - Actions
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Set HM_real[3] = (HM_real[1] + HM_TurnRate[HM_AAAKey])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(HM_real[3] - HM_real[1]) Less than (-1.00 x HM_TurnRate[HM_AAAKey])
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Then - Actions
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Set HM_real[3] = (HM_real[1] - HM_TurnRate[HM_AAAKey])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[3] Less than 0.00
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Then - Actions
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Set HM_real[3] = (HM_real[3] + 360.00)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[3] Greater than 360.00
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Then - Actions
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Set HM_real[3] = (HM_real[3] - 360.00)
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Else - Actions
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-------- --------
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-------- movement --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[1] Less than HM_real[3]
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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
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HM_real[3] Equal to 0.00
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Then - Actions
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Set HM_real[3] = 0.01
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Else - Actions
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Set HM_real[4] = (HM_real[1] / HM_real[3])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[1] Greater than HM_real[3]
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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
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HM_real[1] Equal to 0.00
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Then - Actions
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Set HM_real[1] = 0.01
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Else - Actions
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Set HM_real[4] = (HM_real[3] / HM_real[1])
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Else - Actions
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Set HM_real[4] = 1.00
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-------- movement --------
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-------- --------
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-------- limit speed --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[4] Less than 0.19
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Then - Actions
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Set HM_real[4] = 0.19
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Else - Actions
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-------- limit speed --------
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-------- --------
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-------- speed: max speed * factor which is dependant on angle difference --------
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Set HM_real[5] = (HM_Speed_Max[HM_AAAKey] x HM_real[4])
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Set HM_Point_Dummy_Offset[HM_AAAKey] = (HM_Point_Dummy[HM_AAAKey] offset by HM_real[5] towards HM_real[3] degrees)
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Unit - Move HM_Unit_Dummy[HM_AAAKey] instantly to HM_Point_Dummy_Offset[HM_AAAKey], facing HM_real[3] degrees
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-------- speed: max speed * factor which is dependant on angle difference --------
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-------- --------
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-------- --------
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-------- --------
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Custom script: call RemoveLocation (udg_HM_Point_Dummy[udg_HM_AAAKey])
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Custom script: call RemoveLocation (udg_HM_Point_Caster[udg_HM_AAAKey])
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Custom script: call RemoveLocation (udg_HM_Point_Dummy_Offset[udg_HM_AAAKey])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_Unit_Target[HM_AAAKey] Equal to No unit
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Then - Actions
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Set HM_Point_Dummy[HM_AAAKey] = (Position of HM_Unit_Dummy[HM_AAAKey])
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Set HM_TGroup = (Units within 1000.00 of HM_Point_Dummy[HM_AAAKey] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of HM_Unit_Dummy[HM_AAAKey])) Equal to True) and (((Matching unit) is visible to (Owner of HM_Unit_Dum
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Random unit from HM_TGroup) Equal to No unit
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Then - Actions
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Set HM_Unit_Target[HM_AAAKey] = (Random unit from HM_TGroup)
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Custom script: call DestroyGroup( udg_HM_TGroup)
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Else - Actions
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Custom script: call RemoveLocation (udg_HM_Point_Dummy[udg_HM_AAAKey])
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Custom script: call DestroyGroup( udg_HM_TGroup)
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Set HM_Unit_Target[HM_AAAKey] = No unit
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Set HM_Duration[HM_AAAKey] = 1.00
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Skip remaining actions
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Else - Actions
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Set HM_AAAKey = (Custom value of (Picked unit))
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Set HM_Unit_Dummy[HM_AAAKey] = (Picked unit)
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Set HM_Point_Dummy[HM_AAAKey] = (Position of HM_Unit_Dummy[HM_AAAKey])
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Set HM_Point_Target[HM_AAAKey] = (Position of HM_Unit_Target[HM_AAAKey])
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Set HM_Distance2[HM_AAAKey] = (Distance between HM_Point_Dummy[HM_AAAKey] and HM_Point_Target[HM_AAAKey])
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-------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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HM_Distance2[HM_AAAKey] Less than or equal to 50.00
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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
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(HM_Unit_Target[HM_AAAKey] belongs to an enemy of (Owner of HM_Unit_Caster[HM_AAAKey])) Equal to False
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Then - Actions
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Unit - Set life of HM_Unit_Target[HM_Mui[2]] to ((Life of HM_Unit_Target[HM_Mui[2]]) + (HM_Damage[HM_Mui[2]] x 1.00))
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Special Effect - Create a special effect attached to the origin of HM_Unit_Target[HM_Mui[2]] using DarknessLeechTarget_Portrait.mdx
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Unit - Cause HM_Unit_Caster[HM_AAAKey] to damage HM_Unit_Target[HM_AAAKey], dealing HM_Damage[HM_AAAKey] damage of attack type Spells and damage type Normal
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(HM_Unit_Target[HM_AAAKey] is dead) Equal to True
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Then - Actions
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Set HM_Unit_Target[HM_AAAKey] = No unit
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Set HM_Speed[HM_AAAKey] = 25.00
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Set HM_Duration[HM_AAAKey] = 0.15
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Special Effect - Create a special effect attached to the chest of HM_Unit_Target[HM_AAAKey] using BlueDemonHunterMissile.mdx
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Special Effect - Destroy (Last created special effect)
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Skip remaining actions
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Else - Actions
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Unit - Kill HM_Unit_Dummy[HM_AAAKey]
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Unit Group - Remove HM_Unit_Dummy[HM_AAAKey] from HM_Group
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in HM_Group) Less than or equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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Set HM_real[1] = (Facing of HM_Unit_Dummy[HM_Mui[2]])
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Set HM_real[2] = (Angle from HM_Point_Dummy[HM_Mui[2]] to HM_Point_Target[HM_Mui[2]])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(HM_real[2] - HM_real[1]) Greater than or equal to 180.00
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Then - Actions
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Set HM_real[1] = (HM_real[1] + 360.00)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(HM_real[2] - HM_real[1]) Less than or equal to -180.00
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Then - Actions
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Set HM_real[2] = (HM_real[2] + 360.00)
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Else - Actions
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Set HM_real[3] = ((HM_real[1] + HM_real[2]) / 2.00)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(HM_real[3] - HM_real[1]) Greater than HM_TurnRate[HM_Mui[2]]
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Then - Actions
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Set HM_real[3] = (HM_real[1] + HM_TurnRate[HM_Mui[2]])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(HM_real[3] - HM_real[1]) Less than (-1.00 x HM_TurnRate[HM_Mui[2]])
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Then - Actions
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Set HM_real[3] = (HM_real[1] - HM_TurnRate[HM_Mui[2]])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[3] Less than 0.00
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Then - Actions
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Set HM_real[3] = (HM_real[3] + 360.00)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[3] Greater than 360.00
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Then - Actions
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Set HM_real[3] = (HM_real[3] - 360.00)
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Else - Actions
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-------- --------
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-------- movement --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[1] Less than HM_real[3]
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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
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HM_real[3] Equal to 0.00
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Then - Actions
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Set HM_real[3] = 0.01
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Else - Actions
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Set HM_real[4] = (HM_real[1] / HM_real[3])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[1] Greater than HM_real[3]
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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
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HM_real[1] Equal to 0.00
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Then - Actions
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Set HM_real[1] = 0.01
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Else - Actions
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Set HM_real[4] = (HM_real[3] / HM_real[1])
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Else - Actions
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Set HM_real[4] = 1.00
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-------- movement --------
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-------- --------
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-------- limit speed --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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HM_real[4] Less than 0.50
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Then - Actions
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Set HM_real[4] = 0.50
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Else - Actions
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-------- limit speed --------
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-------- --------
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-------- speed: max speed * factor which is dependant on angle difference --------
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Set HM_real[5] = (HM_Speed_Max[HM_Mui[2]] x HM_real[4])
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Set HM_Point_Dummy_Offset[HM_Mui[2]] = (HM_Point_Dummy[HM_Mui[2]] offset by HM_real[5] towards HM_real[3] degrees)
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Unit - Move HM_Unit_Dummy[HM_Mui[2]] instantly to HM_Point_Dummy_Offset[HM_Mui[2]], facing HM_real[3] degrees
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-------- speed: max speed * factor which is dependant on angle difference --------
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-------- --------
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Custom script: call RemoveLocation (udg_HM_Point_Dummy_Offset[udg_HM_AAAKey])
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Custom script: call RemoveLocation (udg_HM_Point_Target[udg_HM_AAAKey])
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Custom script: call RemoveLocation (udg_HM_Point_Dummy[udg_HM_AAAKey])
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[trigger]