hgkjfhfdsj
Active Member
- Reaction score
- 55
3 levels all at the same time
for that i made it customisable .. as in if you decided to make the each level ccome 1 at a time you can just change the variable.(i felt it look better if each level had a delay between them)
change the following (as stated in the comments)
if this isnt the issue, then i misunderstood your request lol
for that i made it customisable .. as in if you decided to make the each level ccome 1 at a time you can just change the variable.(i felt it look better if each level had a delay between them)
change the following (as stated in the comments)
Trigger:
- -------- change the value underneath for delay between each wave --------
- -------- set to dist_travel for all at once --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Dist_Travel[(Integer A)] Less than or equal to 300.00 <-----
- Count_Shot[(Integer A)] Less than 2
- Then - Actions
- -------- setting arguments for simulated 'functions' --------
- Set Temp_Unit[1] = Caster[(Integer A)]
- Set Temp_Unit[2] = Target[(Integer A)]
- -------- +180 to change direction(angle is set to the travel angle) --------
- Set integerAngle = (Angle[(Integer A)] + 180.00)
- Set Height = (Count_Shot[Integer] + 1)
- Trigger - Run Spawn <gen> (ignoring conditions)
- -------- created gust count shot set to current gust + 1 --------
- Set Count_Shot[Integer] = (Count_Shot[(Integer A)] + 1)
- Set Count_Shot[(Integer A)] = 4
- -------- count shot is set to 4 so in next loop this if then else will not run (ie will not create another unit --------
- Else - Actions
- -------- 100 is value of radius>>when the missile should stop --------
- If - Conditions
if this isnt the issue, then i misunderstood your request lol