make it slide
Event: Unit Issued order with no target
Conditions: Issued order = stop
Triggering unit = unit of type "plane"
Actions: wait (0.03) seconds
Move (triggering unit) instantly to position with polar offset (12) from (position of (triggering unit) facing((facing of triggering unit)+1) degrees
thats it... if unit stops, he will make circles, well u also can make a randomizer so if random value from 1 to 2 equals to 1 then move him facing ((facing of triggering unit)+1) if it equals to 2 then move him facing(facing position of (triggering unit)-1)
Atacking trigger:
Event: Unit issued order targeting unit
Conditions: Issued order equals to atack
Triggering unit = unit of type(plane)
Actions: If, then, else
If disstance between points((Position of (triggering unit)) and (position of(Target Unit of issued order))) Are less then (1000)
Then Actions: order Triggering unit to move position with polar offset (1000) from Position of(Target Unit of issued order) facing angle between points(Position of (Target unit of issued order)) and (Position of(Triggering unit))
Wait until condition(disstance between points((Position of (triggering unit)) and (position of(Target Unit of issued order))) are more or equal to (1000)
Order Triggering unit to Atack (Target Point of issued order)
Else: Order Triggering unit to "move" to position of(target unit of issued order)
Wait until condition((facing angle of triggering unit) equals to angle between (position of triggering unit) and (Position of (target unit of issued order))
wait 0.5 seconds
Order Triggering unit to "move" to position of(target unit of issued order)
Play Triggering unit "atacking animation"
Set (health) of (Target unit of issued order) to (current value) - (damage of(triggeting unit))
wait 1 seconds
Order Triggering unit to "move" to position of(target unit of issued order)
***here create animation of his bullet which flys into target***
Play Triggering unit "atacking animation"
Set (health) of (Target unit of issued order) to (current value) - (damage of(triggeting unit))
wait 1 seconds
Order Triggering unit to "move" to position of(target unit of issued order) ***depends on reload time***
Play Triggering unit "atacking animation"
***here create animation of his bullet which flys into target***
Set (health) of (Target unit of issued order) to (current value) - (damage of(triggeting unit))
wait 1 seconds
Order Triggering unit to "move" to position of(target unit of issued order)
Play Triggering unit "atacking animation"
***here create animation of his bullet which flys into target***
Set (health) of (Target unit of issued order) to (current value) - (damage of(triggeting unit))
wait 1 seconds
***etc as many times as u want for each atack***
order (Triggering unit) to "move" to point with polar offset 1000 of (Triggeting unit) facing (facing of triggeting unit
Order (Triggering unit) to atack (Target Unit of issued order)
well i didn't try it but if u fix some leaks it might actually work
so your unit will atack without stopping