But if you just want a specific unit always rotating around another with no purpose other than for an effect, you could just replace the model of an orb with the unit you want and have 'chest' as the attachment point. But if you want the unit to actually be playable ingame, it will need to be triggered...
Hashtable - Save ((Load 1 of Key (Picked unit) from TempHash) - 5) as 1 of Key (Picked unit) in TempHash
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Load 1 of 0 from TempHash) Less than or equal to 0
Then - Actions
Hashtable - Clear all child hashtables of child Key (Picked unit) in TempHash
Unit Group - Remove (Picked unit) from Periodic_Group
Unit - Remove (Picked unit) from the game
Else - Actions
Trigger:
Hash Init
Events
Map initialization
Conditions
Actions
Hashtable - Create a hashtable
Set TempHash = (Last created hashtable)
This will create as many dummies as you want, and make them rotate around the caster for 1.6/3.2/4.8 seconds... (Can be changed by changing "TempInt" in the first trigger )
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