Actauly its short...
You should of course set all the unit values here to your own values.
- Unknown
- Events
- Time - Every 1.00 seconds of game time
- Conditions
- Actions
- Set point[0] = (Position of (Triggering unit))
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Set point[(Integer A)] = (point[0] offset by 200.00 towards (90.00 x (Real((Integer A)))) degrees)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Region centered at point[((Integer A) - 1)] with size (50.00, 50.00)) contains (Triggering unit)) Equal to True
- Then - Actions
- Unit - Order (Last created unit) to Move To point[(Integer A)]
- Else - Actions
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Custom script: call RemoveLocation(udg_point[GetForLoopIndexA()])
GetForLoopIndexA()
Actually, you need at least 0 vertices for a circle because circles don't have a single vertex.Yes its a square, after all 4 points can't be a circle lol.
Need at least 5 points for a circle (and it will be very crude).