PiCkstix
New Member
- Reaction score
- 18
Is there any better way to make shorter intervals that using a Wait x seconds action? I heard it is best to use timers because you can wait as little as 0.01 seconds, which is what I would like to do.
How would I incorporate it into this trigger:
How would I incorporate it into this trigger:
Code:
Shoot
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to |cffFF8000Paintball|r
Actions
Unit - Remove U_PaintBall[(Player number of (Owner of (Triggering unit)))] from the game
Set I_Angle[(Player number of (Owner of (Triggering unit)))] = (Integer((Facing of (Triggering unit))))
Set P_PaintBall[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
Set P_PaintBall[(Player number of (Owner of (Triggering unit)))] = (P_PaintBall[(Player number of (Owner of (Triggering unit)))] offset by 40.00 towards (Real(I_Angle[(Player number of (Owner of (Triggering unit)))])) degrees)
Unit - Create 1 Paint Ball for (Owner of (Triggering unit)) at P_PaintBall[(Player number of (Owner of (Triggering unit)))] facing (Real(I_Angle[(Player number of (Owner of (Triggering unit)))])) degrees
Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
Set U_PaintBall[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
Set I_PaintColour[(Player number of (Owner of (Triggering unit)))] = (Random integer number between 1 and 4)
If (I_PaintColour[(Player number of (Owner of (Triggering unit)))] Equal to 1) then do (Unit - Change color of (Last created unit) to Red) else do (Do nothing)
If (I_PaintColour[(Player number of (Owner of (Triggering unit)))] Equal to 2) then do (Unit - Change color of (Last created unit) to Green) else do (Do nothing)
If (I_PaintColour[(Player number of (Owner of (Triggering unit)))] Equal to 3) then do (Unit - Change color of (Last created unit) to Blue) else do (Do nothing)
If (I_PaintColour[(Player number of (Owner of (Triggering unit)))] Equal to 4) then do (Unit - Change color of (Last created unit) to Purple) else do (Do nothing)
Set P_PaintBallTarget[(Player number of (Owner of (Triggering unit)))] = P_PaintBall[(Player number of (Owner of (Triggering unit)))]
For each (Integer A) from 1 to 50, do (Actions)
Loop - Actions
Set P_PaintBallTarget[(Player number of (Owner of (Triggering unit)))] = (P_PaintBallTarget[(Player number of (Owner of (Triggering unit)))] offset by 10.00 towards (Real(I_Angle[(Player number of (Owner of (Triggering unit)))])) degrees)
Unit - Move U_PaintBall[(Player number of (Owner of (Triggering unit)))] instantly to P_PaintBallTarget[(Player number of (Owner of (Triggering unit)))]
Set UG_Paintball[(Player number of (Owner of (Triggering unit)))] = (Units within 70.00 of P_PaintBallTarget[(Player number of (Owner of (Triggering unit)))] matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
If ((Number of units in UG_Paintball[(Player number of (Owner of (Triggering unit)))]) Greater than or equal to 1) then do (Unit Group - Pick every unit in UG_Paintball[(Player number of (Owner of (Triggering unit)))] and do (If ((Unit-type of (Picked unit)) Equal to Paladin) then do (Unit - Cause (Triggering unit) to damage (Picked unit), dealing 800.00 damage of attack type Spe else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in UG_Paintball[(Player number of (Owner of (Triggering unit)))]) Greater than or equal to 1
Then - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing 800.00 damage of attack type Spells and damage type Normal
Unit - Kill U_PaintBall[(Player number of (Owner of (Triggering unit)))]
If (I_PaintColour[(Player number of (Owner of (Triggering unit)))] Equal to 1) then do (Special Effect - Create a special effect at P_PaintBallTarget[(Player number of (Owner of (Triggering unit)))] using Fireworksred.mdx) else do (Do nothing)
If (I_PaintColour[(Player number of (Owner of (Triggering unit)))] Equal to 2) then do (Special Effect - Create a special effect at P_PaintBallTarget[(Player number of (Owner of (Triggering unit)))] using Fireworksgreen.mdx) else do (Do nothing)
If (I_PaintColour[(Player number of (Owner of (Triggering unit)))] Equal to 3) then do (Special Effect - Create a special effect at P_PaintBallTarget[(Player number of (Owner of (Triggering unit)))] using Fireworksblue.mdx) else do (Do nothing)
If (I_PaintColour[(Player number of (Owner of (Triggering unit)))] Equal to 4) then do (Special Effect - Create a special effect at P_PaintBallTarget[(Player number of (Owner of (Triggering unit)))] using Fireworkspurple.mdx) else do (Do nothing)
Special Effect - Destroy (Last created special effect)
Trigger - Turn off (This trigger)
Trigger - Turn on (This trigger)
Else - Actions
Wait 0.01 seconds