- Joined
- May 1, 2008
- Messages
- 1,605
Seas =)
What I want do:
- I want create mines around the caster. The mines have locust and the typical mines ability ( explode etc. ) The created mines should spin around the caster.
The problem:
- I can make the mines spin around the casterPOINT but if the caster is walking the mines should follow as well and still spin around <-- I can't get this so maybe someone can help me plz?
I create the mines with this:
What I want do:
- I want create mines around the caster. The mines have locust and the typical mines ability ( explode etc. ) The created mines should spin around the caster.
The problem:
- I can make the mines spin around the casterPOINT but if the caster is walking the mines should follow as well and still spin around <-- I can't get this so maybe someone can help me plz?

I create the mines with this:
-
Bomb 1
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Circle of Mines
-
-
Actions
-
Set TempPoint = (Position of (Triggering unit))
-
Set AbilityLevel = ((Level of (Ability being cast) for (Triggering unit)) + 2)
-
For each (Integer A) from 1 to AbilityLevel, do (Actions)
-
Loop - Actions
-
Set TempArray[(Integer A)] = (TempPoint offset by (250.00 x (Real((Integer A)))) towards (Facing of (Triggering unit)) degrees)
-
Unit - Create 1 Land Mine for (Owner of (Triggering unit)) at TempArray[(Integer A)] facing (Position of (Triggering unit))
-
Custom script: call RemoveLocation(udg_TempArray[GetForLoopIndexA()])
-
-
-
Custom script: call RemoveLocation(udg_TempPoint)
-
-