help with unit circulate around other unit

Söder

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hi i want to make a spell where a dummy unit circulates around the casting unit with 400 rang between the dummy and the caster, and stunning everyone that the dummy hits, but i cant make it working :/ i think i have to use intiger A for the circulation right?
how do i make it circulate (GUI ONLY :thup: )
 

Rushhour

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Here we go: http://www.thehelper.net/forums/showthread.php?t=136670&highlight=wheel
A tutorial and detailed explanation about a so called wispwheel. If you have anymore questions AFTER reading this thread feel free to ask ;P
The basic function to "spin" a unit would be
Unit-Move Unit instantly to (Point with Polar offset by x degrees) with point being the center, offset the distance and x degrees the direction (east/souteast/...)

Don't know what you mean by "integer a " 0o
 

Komaqtion

You can change this now in User CP.
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Here's a simple version of what you want:
Trigger:
  • Circulate
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Circulate
    • Actions
      • Set Caster = (Triggering unit)
      • Set Angle = ((Facing of Caster) + 90.00)
      • Set Height = 50.00
      • Set Distance = 200.00
      • Set Time = ((Real((Level x 2))) + 6.00)
      • Set Range = 50.00
      • Set DPS = ((Real(Level)) x 35.00)
      • Set Level = (Level of (Ability being cast) for Caster)
      • Set TempPoint = (Position of Caster)
      • Set TempPoint2 = (TempPoint offset by Distance towards ((Facing of Caster) - 180.00) degrees)
      • Unit - Create 1 Dummy for (Owner of Caster) at TempPoint2 facing TempReal degrees
      • Set Dummy = (Last created unit)
      • Special Effect - Create a special effect attached to the chest of Dummy using Abilities\Spells\Undead\DeathCoil\DeathCoilMissile.mdl
      • Set Dummy_Effect = (Last created special effect)
      • Unit - Add Locust to Dummy
      • Unit - Add Crow Form to Dummy
      • Unit - Remove Crow Form from Dummy
      • Animation - Change Dummy flying height to Height at 0.00
      • Unit - Add a (Time + 0.03) second Generic expiration timer to Dummy
      • Custom script: call RemoveLocation(udg_TempPoint2)
      • Custom script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Circulate Periodic
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
      • Dummy Not equal to No unit
    • Actions
      • Set Angle = (Angle + 5.00)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Angle Greater than 360.00
        • Then - Actions
          • Set Angle = 1.00
        • Else - Actions
      • Set TempPoint = (Position of Caster)
      • Set TempPoint2 = (TempPoint offset by Distance towards Angle degrees)
      • Set TempGroup = (Units within Range of TempPoint2 matching ((((Matching unit) belongs to an ally of (Owner of Caster)) Not equal to True) and (((Matching unit) is alive) Equal to True)))
      • Unit - Move Dummy instantly to TempPoint2, facing (Angle + 90.00) degrees
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Game - Display to (All players) the text: asdasd
          • Unit - Cause Caster to damage (Picked unit), dealing (DPS x 0.03) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_TempPoint2)
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyGroup(udg_TempGroup)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Time Less than or equal to 0.03
        • Then - Actions
          • Special Effect - Destroy Dummy_Effect
          • Set Dummy = No unit
        • Else - Actions


Some configurables are in the first trigger ;)
 
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