I have a question!

Ph[o]bia

New Member
Reaction score
7
How to make 10 unit Move around the caster to make circle path:

there is a picture to explain a bit better:

Schema.jpg
 

Tyrulan

Ultra Cool Member
Reaction score
37
Use a loop, and angles. (Array as well)

Also; at least try first before passing onto the forum.
 

Ph[o]bia

New Member
Reaction score
7
First of all , i tried... , second i dont want it be 1 unit moving around the caster but 10...


There is thing i tried

Trigger:
  • MMR
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Test
    • Actions
      • Set I = (I + 1)
      • Set TestCaster<i> = (Triggering unit)
      • Set TestCasterPoint<i> = (Position of TestCaster<i>)
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy[base] for (Owner of TestCaster<i>) at (TestCasterPoint<i> offset by 256.00 towards ((Real((Integer A))) x (360.00 / 10.00)) degrees) facing TestCasterPoint<i>
          • Set TestDummy<i> = (Last created unit)
          • Unit Group - Add TestDummy<i> to DummyGroup<i>
    • </i></i></i></i></i></i></i></i></i>

Trigger:
  • MMR2
    • Events
      • Time - Elapsed game time is 0.03 seconds
    • Conditions
      • (Unit-type of TestDummy<i>) Equal to Dummy[base]
    • Actions
      • For each (Integer A) from 1 to I, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in DummyGroup[(Integer A)] and do (Actions)
            • Loop - Actions
              • Set TestDummy2[(Integer A)] = (Picked unit)
              • Set TestCasterPoint[(Integer A)] = (Position of TestCaster[(Integer A)])
              • Set TestDummy2Position[(Integer A)] = (Position of TestDummy2[(Integer A)])
              • Set Real[(Integer A)] = (Real[(Integer A)] + 20.00)
              • Unit - Move TestDummy2[(Integer A)] instantly to (TestCasterPoint[(Integer A)] offset by 256.00 towards ((Angle from TestCasterPoint[(Integer A)] to TestDummy2Position[(Integer A)]) + Real[(Integer A)]) degrees)
              • Custom script: call RemoveLocation(udg_TestCasterPoint[GetForLoopIndexA( )])
              • Custom script: call RemoveLocation(udg_TestDummy2Position[GetForLoopIndexA( )])
    • </i>


the problem in this... they don't move...
 

HydraRancher

Truth begins in lies
Reaction score
197
I can GIVE you this:
Its my old wisp chain from a map I am/was making:
Trigger:
  • Chain Set
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • Set Wisp[13] = DaddyWisp Dummty 0039 &lt;gen&gt;
      • Set Wisp_Integer = 0
      • Set Wisp[1] = Wisp Dummty 0027 &lt;gen&gt;
      • Set Wisp[2] = Wisp Dummty 0028 &lt;gen&gt;
      • Set Wisp[3] = Wisp Dummty 0029 &lt;gen&gt;
      • Set Wisp[4] = Wisp Dummty 0030 &lt;gen&gt;
      • Set Wisp[5] = Wisp Dummty 0031 &lt;gen&gt;
      • Set Wisp[6] = Wisp Dummty 0032 &lt;gen&gt;
      • Set Wisp[7] = Wisp Dummty 0033 &lt;gen&gt;
      • Set Wisp[8] = Wisp Dummty 0034 &lt;gen&gt;
      • Set Wisp[9] = Wisp Dummty 0035 &lt;gen&gt;
      • Set Wisp[10] = Wisp Dummty 0036 &lt;gen&gt;
      • Set Wisp[11] = Wisp Dummty 0037 &lt;gen&gt;
      • Set Wisp[12] = Wisp Dummty 0038 &lt;gen&gt;
      • Set Color[1] = Player 1 (Red)
      • Set Color[2] = Player 2 (Blue)
      • Set Color[3] = Player 3 (Teal)
      • Set Color[4] = Player 4 (Purple)
      • Set Color[5] = Player 5 (Yellow)
      • Set Color[6] = Player 6 (Orange)
      • Set Color[7] = Player 7 (Green)
      • Set Color[8] = Player 8 (Pink)
      • Set Color[9] = Player 9 (Gray)
      • Set Color[10] = Player 10 (Light Blue)
      • Set Color[11] = Player 11 (Dark Green)
      • Set Color[12] = Player 12 (Brown)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Unit - Change color of Wisp[(Integer A)] to (Color of Color[(Integer A)])


Trigger:
  • Chain
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set Wisp_Integer = (Wisp_Integer + 1)
      • Set center = (Center of Arena &lt;gen&gt;)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Chain_Point = (center offset by (75.00 x (Real((Integer A)))) towards (5.00 x (Real(Wisp_Integer))) degrees)
          • Unit - Move Wisp[(Integer A)] instantly to Chain_Point
          • Custom script: call RemoveLocation (udg_Chain_Point)
      • Set Chain_Point = (center offset by 1125.00 towards (5.00 x (Real(Wisp_Integer))) degrees)
      • Unit - Move Wisp[13] instantly to Chain_Point
      • Custom script: call RemoveLocation (udg_Chain_Point)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Wisp_Color Equal to 12
        • Then - Actions
          • Set Wisp_Color = 1
        • Else - Actions
          • Set Wisp_Color = (Wisp_Color + 1)
      • Unit - Change color of Wisp[13] to (Color of Color[Wisp_Integer])
      • Custom script: call RemoveLocation (udg_center)
 

Ayanami

칼리
Reaction score
288
Here's a trigger to your spell. It's fully MUI.

Trigger:
  • Dummy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dummy
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CustomValue Less than 100
        • Then - Actions
          • Set CustomValue = (CustomValue + 1)
        • Else - Actions
          • Set CustomValue = 1
      • Set OffsetDistance[CustomValue] = 200.00
      • Set Angle[CustomValue] = 0.00
      • Set Caster[CustomValue] = (Triggering unit)
      • Set TempPoint = (Position of (Triggering unit))
      • Set TempReal = 0.00
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set TempOffset = (TempPoint offset by OffsetDistance[CustomValue] towards TempReal degrees)
          • Unit - Create 1 Ring of Fire Dummy for (Owner of (Triggering unit)) at TempOffset facing TempReal degrees
          • Unit Group - Add (Last created unit) to UnitGroup[CustomValue]
          • Unit - Set the custom value of (Last created unit) to (Integer(TempReal))
          • Set TempReal = (TempReal + 36.00)
          • Custom script: call RemoveLocation(udg_TempOffset)
      • Unit - Create 1 Hidden Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Unit - Set the custom value of (Last created unit) to CustomValue
      • Unit Group - Add (Last created unit) to DummyGroup
      • Custom script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Dummy Movement
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
      • (DummyGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in DummyGroup and do (Actions)
        • Loop - Actions
          • Set TempInt = (Custom value of (Picked unit))
          • Set Angle[TempInt] = (Angle[TempInt] + 2.00)
          • Unit Group - Pick every unit in UnitGroup[TempInt] and do (Actions)
            • Loop - Actions
              • Set TempPoint = (Position of Caster[TempInt])
              • Set TempOffset = (TempPoint offset by OffsetDistance[TempInt] towards ((Real((Custom value of (Picked unit)))) + Angle[TempInt]) degrees)
              • Unit - Move (Picked unit) instantly to TempOffset
              • Custom script: call RemoveLocation(udg_TempOffset)
              • Custom script: call RemoveLocation(udg_TempPoint)
 
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