Rotate an unit around another?

bLu3_eYeS

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31
You can trigger it like every second move around the unit you want but changing the degrees...i am not sure if it works but you may try
 

roaaaarrrr

New Member
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33
Im not sure what you are actually trying to do...

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...
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Here's an example:
Trigger:
  • Spell Event
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Your_Ability
    • Actions
      • Set TempInt = ((Level of (Ability being cast) for (Triggering unit)) x 100)
      • Set TempPoint = (Position of (Triggering unit))
      • For each (Integer A) from 1 to (How many dummies you want), do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy Caster for (Owner of (Triggering unit)) at TempPoint facing (Facing of (Triggering unit)) degrees
          • Hashtable - Save TempInt as 1 of Key (Last created unit) in TempHash
          • Unit Group - Add (Last created unit) to Periodic_Group
      • Custom script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Periodic Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Periodic_Group and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Position of (Picked unit))
          • Set TempPoint2 = (TempPoint offset by 5.00 towards (Facing of (Picked unit)) degrees)
          • Unit - Move (Picked unit) instantly to TempPoint2
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Custom script: call RemoveLocation(udg_TempPoint)
          • 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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