- Joined
- Jul 5, 2010
- Messages
- 1,132
The trigger works, except for the part where it should filter out the units that have already been hit...
Any ideas?
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Attack StrikeLoop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Remaining time for Attack_StrikeTimer[(Integer A)]) Greater than 0.00
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Attack[(Integer A)] Equal to True
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Or - Any (Conditions) are true
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Conditions
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Player_WeaponOption[(Integer A)] Equal to 0
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Player_WeaponOption[(Integer A)] Equal to 1
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Then - Actions
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Set Blank_Point[0] = (Position of Player[(Integer A)])
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Set Blank_Point[1] = (Blank_Point[0] offset by 3.50 towards (Facing of Player[(Integer A)]) degrees)
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Custom script: call SetUnitX(udg_Player[bj_forLoopAIndex], (GetLocationX(udg_Blank_Point[1])))
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Custom script: call SetUnitY(udg_Player[bj_forLoopAIndex], (GetLocationY(udg_Blank_Point[1])))
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Set Blank_Point[2] = (Blank_Point[0] offset by 80.00 towards (Facing of Player[(Integer A)]) degrees)
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Set Attack_Group = (Units within 80.00 of Blank_Point[2] matching ((((Matching unit) belongs to an enemy of (Player((Integer A)))) Equal to True) and (0.00 Greater than or equal to 0.00)))
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Unit Group - Pick every unit in Attack_Group and do (Actions)
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Loop - Actions
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Set TempUnit = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(TempUnit is in Attack_HitGroup[(Integer A)]) Equal to False
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Then - Actions
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Unit - Cause Player[(Integer A)] to damage TempUnit, dealing (Weapon_Damage[(Integer A)] x (1.00 + ((Real(Player_StatsConstitution[(Integer A)])) / 100.00))) damage of attack type Normal and damage type Normal
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in Attack_HitGroup[(Integer A)]) Equal to 0
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Then - Actions
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Set Attack_HitGroup[(Integer A)] = (Units owned by Player 1 (Red))
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Unit Group - Remove all units from Attack_HitGroup[(Integer A)]
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Unit Group - Add TempUnit to Attack_HitGroup[(Integer A)]
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Else - Actions
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Unit Group - Add TempUnit to Attack_HitGroup[(Integer A)]
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Else - Actions
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Custom script: call DestroyGroup(udg_Attack_Group)
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Custom script: call RemoveLocation(udg_Blank_Point[0])
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Custom script: call RemoveLocation(udg_Blank_Point[1])
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Custom script: call RemoveLocation(udg_Blank_Point[2])
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Else - Actions
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