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Comment - 1/4 of the Circle
Unit - Order SU1[1] to Move to PointW
Unit - Order SU2[2] to Move to PointS
Unit - Order SU3[3] to Move to PointE
Unit - Order SU4[4] to Move to PointN
Comment - 2/4 of the circle
Unit - Order SU1[1] to Move to PointS
Unit - Order SU2[2] to Move to PointE
Unit - Order SU3[3] to Move to PointN
Unit - Order SU4[4] to Move to PointW
Comment - 3/4 of the circle
Unit - Order SU1[1] to Move to PointE
Unit - Order SU2[2] to Move to PointN
Unit - Order SU3[3] to Move to PointW
Unit - Order SU4[4] to Move to PointS
Comment - 4/4 of the circle
Unit - Order SU1[1] to Move to PointN
Unit - Order SU2[2] to Move to PointW
Unit - Order SU3[3] to Move to PointS
Unit - Order SU4[4] to Move to PointE
loop

Events


Time - Every 1.00 seconds of game time

Conditions

Actions


Comment - 1/4 of the Circle


Unit - Order SU1[1] to Move to PointW


Unit - Order SU2[2] to Move to PointS


Unit - Order SU3[3] to Move to PointE


Unit - Order SU4[4] to Move to PointN


Comment - 2/4 of the circle


Unit - Order SU1[1] to Move to PointS


Unit - Order SU2[2] to Move to PointE


Unit - Order SU3[3] to Move to PointN


Unit - Order SU4[4] to Move to PointW


Comment - 3/4 of the circle


Unit - Order SU1[1] to Move to PointE


Unit - Order SU2[2] to Move to PointN


Unit - Order SU3[3] to Move to PointW


Unit - Order SU4[4] to Move to PointS


Comment - 4/4 of the circle


Unit - Order SU1[1] to Move to PointN


Unit - Order SU2[2] to Move to PointW


Unit - Order SU3[3] to Move to PointS


Unit - Order SU4[4] to Move to PointE
Events

Unit - a unit enters PointN
Conditions

Or - any conditions are true


Unit - triggering unit is SU1[1]


Unit - triggering unit is SU2[2]


Unit - triggering unit is SU3[3]


Unit - triggering unit is SU4[4]
Actions

Unit - order entering unit to move to PointE
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()])
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).

Region
Events
Conditions
Actions
Region - Center Rect[1] to PointW
Region - Center Rect[2] to PointS
Region - Center Rect[3] to PointE
Region - Center Rect[4] to PointN
