• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a faction for Warcraft 3 and enter Hive's 19th Techtree Contest: Co-Op Commanders! Click here to enter!
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 21st Texturing Contest: Upgrade is now concluded, time to vote for your favourite set of icons! Click here to vote!

Move unit around the caster

Status
Not open for further replies.
Level 16
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? :wsmile:

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)
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
Like this:
You just need to set the position of the caster in the start of the loop...


  • Bomb 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Circle of Mines
    • Actions
      • Set AbilityLevel = ((Level of (Ability being cast) for (Triggering unit)) + 2)
      • For each (Integer A) from 1 to AbilityLevel, do (Actions)
        • Loop - Actions
          • Set TempPoint = (Position of (Triggering unit))
          • 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)
 
Level 16
Joined
May 1, 2008
Messages
1,605
Seas =)

Somehow I think only Pharaoh_ understand me, you other two dudes ...

A have a dummy ability based on Thunder Clap.

If Dr. Boom cast this ability (the ability has 4 levels) 3/4/5/6 mines should be created with a distance of 250/500/750 and so on...

Now the created mines should "spin around" Dr. Boom in a circle.

If Dr. Boom is walking the mines also should follow him and keep spinning around him.

EDIT: I got mines - that means - the mines that spin around him should explode if an enemy comes to close

This "Hell Circle" ... come on ... I understand nothing wtf ... isn't there any other way to get something like that? some easier ... or just that I can understand it -_-
I know I just can copy everything into my map but ...
 
Status
Not open for further replies.
Top