Prometheus
Everything is mutable; nothing is sacred
- Reaction score
- 590
If a Mod/Admin thinks its good enough it will get moved into the tut section.
Wait 0.20 seconds
Set Nova_Caster = (Casting unit)
Set Nova_Point = (Position of Nova_Caster)
Set Nova_Angle = 0.00
Set Nova_Distance = 0.00
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Unit - Create 1 Dummy Ball for (Owner of Nova_Caster) at Nova_Point facing Nova_Point
Set Nova_Dummy[(Integer A)] = (Last created unit)
Unit - Move Nova_Dummy[(Integer A)] to (Nova_Point offset by 20.00 towards Nova_Angle degrees)
Set Nova_Angle = (Nova_Angle + 30.00)
Unit - Pause Nova_Caster
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Set Variable Nova_Around[(Integer A)] = (Angle from (Position of Nova_Caster) to (Position of Nova_Dummy[(Integer A)]))
Wait for 0.20 seconds
Unit - Unpause Nova_Caster
Trigger - Turn on "The trigger that you made a while ago" <gen>
Trigger - Turn on "The trigger that we just made" <gen>
Wait for 6.00 seconds
Trigger - Turn off "The trigger that you made a while ago" <gen>
Trigger - Turn off "The trigger that we just made" <gen>
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Unit - Kill Nova_Dummy[(Integer A)]
Custom script: call RemoveLocation (udg_Nova_Point)
Custom script: call DestroyGroup (udg_Nova_Group)
Set Nova_Distance = 0.00
Set Nova_Angle = 0.00
Set Nova_Caster = No unit
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Unit - Create 1 Dummy Ball for (Owner of Nova_Caster) at Nova_Point facing Nova_Point
Set Nova_Dummy[(Integer A)] = (Last created unit)
Unit - Move Nova_Dummy[(Integer A)] to [B](Nova_Point offset by 20.00 towards Nova_Angle degrees)[/B]
Set Nova_Angle = (Nova_Angle + 30.00)