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Show Range

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Range

Actions


Set loc[1] = (Position of (Triggering unit))


For each (Integer LoopInt) from 1 to 36, do (Actions)



Loop - Actions




Set loc[2] = (loc[1] offset by (Real((Point-value of (Unit-type of (Triggering unit))))) towards (10.00 x (Real(LoopInt))) degrees)




Unit - Create 1 Range Dummy for (Triggering player) at loc[2] facing Default building facing degrees




Unit - Add a 5.00 second Generic expiration timer to (Last created unit)




Custom script: call RemoveLocation(udg_loc[2])


Custom script: call RemoveLocation(udg_loc[1])
Init

Events


Map initialization

Conditions

Actions


Set RangeInt = (RangeInt + 1)


Set RangeType[RangeInt] = Peasant


Set Range[RangeInt] = 200.00


Set RangeInt = (RangeInt + 1)


Set RangeType[RangeInt] = Footman


Set Range[RangeInt] = 800.00


Set RangeInt = (RangeInt + 1)


Set RangeType[RangeInt] = Knight


Set Range[RangeInt] = 600.00
Show Range

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Animate Dead

Actions


Set loc[1] = (Position of (Triggering unit))


For each (Integer LoopInt) from 1 to RangeInt, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Unit-type of (Triggering unit)) Equal to RangeType[LoopInt]





Then - Actions






Set TempReal = Range[LoopInt]





Else - Actions


For each (Integer LoopInt) from 1 to 36, do (Actions)



Loop - Actions




Set loc[2] = (loc[1] offset by TempReal towards (10.00 x (Real(LoopInt))) degrees)




Unit - Create 1 Footman for (Triggering player) at loc[2] facing Default building facing degrees




Unit - Add a 5.00 second Generic expiration timer to (Last created unit)




Custom script: call RemoveLocation(udg_loc[2])


Custom script: call RemoveLocation(udg_loc[1])
third
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Range
Actions
Set Loc[1] = (Position of (Casting unit))
Unit - Create 1 Dummy Range for (Owner of (Casting unit)) at Loc[1] facing 270.00 degrees
Animation - Change (Last created unit)'s size to ((Current acquisition range of (Casting unit))%, (Current acquisition range of (Casting unit))%, 100.00%) of its original size
Animation - Change (Last created unit)'s animation speed to 20.00% of its original speed
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)

=.= that's not trueThe problem. Is that.. It set the % of Acquisition Range.. Wich is much smaller than the Real Range..
Yeah, I also thought about that, but didn't know how :/ (apart from creating a lot of dummy units in the object editor, each with a different scale :S).Reason3 said:how about changing its selections scale to be as big as his range?
Yeah, I also thought about that, but didn't know how :/ (apart from creating a lot of dummy units in the object editor, each with a different scale :S).
...that's up to you, you will need to come up with the formula yourself, as there is no preset function for it or any known formula (afaik).then, how to calculate that? ..
I know the Math triggers..
