- Joined
- Dec 23, 2008
- Messages
- 82
- Show Scope
- Events
- Unit - A unit Begins channeling an ability
- Conditions
- (Ability being cast) Equal to Scope [A]
- Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (PlayersSurvivor[(Player number of (Owner of (Triggering unit)))] is alive) Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ScopeOn[(Player number of (Owner of (Triggering unit)))] Equal to False
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Then - Actions
- Cinematic - Fade out over 0.50 seconds using texture war3mapImported\GunAim_Moon_assailant_A_004.tga and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Set ScopeOn[(Player number of (Owner of (Triggering unit)))] = True
- Set AngledTurned[(Player number of (Owner of (Triggering unit)))] = 3.50
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Else - Actions
- Cinematic - Fade in over 0.50 seconds using texture war3mapImported\GunAim_Moon_assailant_A_004.tga and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Set ScopeOn[(Player number of (Owner of (Triggering unit)))] = False
- Set AngledTurned[(Player number of (Owner of (Triggering unit)))] = 8.25
- Set AngleOfAttack[(Player number of (Owner of (Triggering unit)))] = -5.00
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions