- Set CasterLoc = (Position of Jounin[1])
- Unit - Move DummyUnit instantly to CasterLoc
- Custom script: call RemoveLocation(udg_CasterLoc)
SetUnitX/Y
to set change the unit's coordinate. These natives do not check for pathing, and it will always have the exactly same position of the targeted unit.native SetUnitX takes unit whichUnit, real newX returns nothing
native SetUnitY takes unit whichUnit, real newY returns nothing
constant native GetUnitX takes unit whichUnit returns real
constant native GetUnitY takes unit whichUnit returns real
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@Maker, Is the way I tried to do it wrong? That just won't work? I set Jounin on init, which may have been the issue considering I had too many things being initialized at init so the trigger wouldn't complete xD
Sometimes, trying to move dummies with a movement speed of 0 causes issues.
Amov