Hey Guys, here's what I'm trying to do:
Make an ability that when used, kills the closest enemy to the caster in the caster's facing angle. Think of it this way, if my Marine is facing a Spider and I use my 'Shoot' ability, a bullet flys through the air and kills the Spider. Some things need to be a certain way though. I need to be able to kill only the CLOSEST Spider, and not the other Spider behind the dying one. Basically meaning I want to only kill one enemy per bullet, without it going through 5 and killing them all too. I have already made an ability based off 'Battle Roar', which when used plays my Marine's 'Attack' animation. I made a trigger that sets a 'Point' Variable where the Marine is facing offset by 500. I can't figure out how to play a 'Flying Bullet' animation between the caster and the 'Point' Variable, and have the closest enemy between those two points die. Please help contribute with whatever you can. I'd like to do this with Triggers, but if JASS or whatever need to be in there, that's ultimately ok.
Thanks,
Make an ability that when used, kills the closest enemy to the caster in the caster's facing angle. Think of it this way, if my Marine is facing a Spider and I use my 'Shoot' ability, a bullet flys through the air and kills the Spider. Some things need to be a certain way though. I need to be able to kill only the CLOSEST Spider, and not the other Spider behind the dying one. Basically meaning I want to only kill one enemy per bullet, without it going through 5 and killing them all too. I have already made an ability based off 'Battle Roar', which when used plays my Marine's 'Attack' animation. I made a trigger that sets a 'Point' Variable where the Marine is facing offset by 500. I can't figure out how to play a 'Flying Bullet' animation between the caster and the 'Point' Variable, and have the closest enemy between those two points die. Please help contribute with whatever you can. I'd like to do this with Triggers, but if JASS or whatever need to be in there, that's ultimately ok.
Thanks,