Klein~
TH.net Regular
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I'm trying to make a skill like Spirits from DotA's hero called Wisp (http://www.playdota.com/heroes/guardian-wisp)
So, I just wanted to make some Dummies to move around the casting unit.
I got how to make a unit move in circles wherever it is, will move in circles:
Then I got to work it and the range of moving is proportional with the time on both triggers.
After doing it, I started integrating it on the skill.
I did:
But this is not working because trigger 2 does not has a "Casting unit" definition, I guess...
Please, help me on how does circle moviment works and how do I tell trigger 2 what is the "Casting unit"
So, I just wanted to make some Dummies to move around the casting unit.
I got how to make a unit move in circles wherever it is, will move in circles:
Code:
[B]Trigger 1(Variable)[/B]:
Event
*Every 0.2 seconds.
Condition
-
Action
*Set Angle = Angle + 20
Code:
[B]Trigger 2(Variable)[/B]:
Event
*Every 0.2 seconds.
Condition
-
Action
*Order (Dummy) to Move To ((Caster Position) offset by 0 towards Angle(trigger))
Then I got to work it and the range of moving is proportional with the time on both triggers.
After doing it, I started integrating it on the skill.
I did:
Code:
Action:
*Create 1 Dummy for (Triggering player) at ((Position of (Casting unit)) offset by 400.00 towards 0 degrees))
*Turn on Moviment([B]Which is the [U]Trigger 2(Variable)[/B][/U])
But this is not working because trigger 2 does not has a "Casting unit" definition, I guess...
Please, help me on how does circle moviment works and how do I tell trigger 2 what is the "Casting unit"