Range Radius ability

BEeeH-

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Hey i need help to make an ability which reveals the range of True sight which is 700 in my map.

I saw this in some other maps, like in GEM TD where some towers got this ability to display the attack range with a gray circle, with the same radius as the attack range.

How do i do? do i need to make a trigger for it?? plz help :D ty
 
Two ways I'd do this.

The first is by creating a ring of dummy units at some number for angles -- 12 units at 30 degree angles, for example. But if your True Sight range is large it may be difficult to properly gauge its extent.

The other way is by creating one dummy unit and fiddling with its sizing until it's the right size, then creating it via triggers.
 
Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Test
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set CW_point = ((Position of (Triggering unit)) offset by (Current acquisition range of (Triggering unit)) towards (30.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at CW_point facing Default building facing degrees
          • Unit - Turn collision for (Last created unit) Off
          • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation (udg_CW_point)
 
Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Test
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set CW_point = ((Position of (Triggering unit)) offset by (Current acquisition range of (Triggering unit)) towards (30.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at CW_point facing Default building facing degrees
          • Unit - Turn collision for (Last created unit) Off
          • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation (udg_CW_point)
this trigger is leaking. and its not some of this "oh, look, a single leak" but rather "omfg! dont use it! its leaking your map towards DOOM!" leak.

should look like this obviously:
Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Test
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Point1 = (Position of (Triggering unit)
          • Set Point2= (Point1) offset by (Current acquisition range of (Triggering unit)) towards (30.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point2 facing Default building facing degrees
          • Unit - Turn collision for (Last created unit) Off
          • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation (udg_Point2)
          • Custom script: call RemoveLocation (udg_Point1)

if you really are going to use this method.
 
Thank you guys!

But is there any way to make the ring of wisps follow the sheep while moving?
 
This would also show the wisps for all players, I think it would be interesting to see how you would go about making a circle of wisps showing the attack range (lets say 700) of a unit once selected for the selected player, and the circle should also follow the selected unit and last untill another unit is selected.
 
Accane is wasnt such a big leak.lol and wont doom his map.Yea was my bad i forggot to set a point.
 
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