- Joined
- Nov 6, 2008
- Messages
- 8,316
Hello, I have a trigger, which spawns some destructibles around a target:
- Trug
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Events
- Unit - A unit starts the effect of an ability
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Conditions
- (Ability being cast) Equal to X
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Actions
- Set Point1 = (Position of (Triggering unit))
- Unit - Create 1 Dragon at (Point1) for (Owner of (Triggering unit)) facing default building degrees
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For each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
- Set Point2 = ((Point1) offset by 256.00 towards ((Real(IntegerA)) * 30)) degrees
- Destructible - Create Summer Tree Wall at Point2 ...
- Hashtable - Save handle of (Last created destructible) as Key(destructible) of (Key(Last created unit)) in (Destructible_Hash)
- Custom script: call RemoveLocation (udg_Point2)
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Loop - Actions
- Custom script: call RemoveLocation (udg_Point1)
- Trigger
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Events
- Unit - A unit dies
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Conditions
- (((Key destructible) is stored as a Handle of (Key (Triggering unit)) in Destructible_Hash) Equal to True)
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Actions
- Destructible - Kill (Load Key(destructible) of Key(Triggering unit) in (Destructible_Hash))