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Been trying to build a three round burst kind of effect, but haven't had much success, this is what I've got so far, would be greatly appreciated if anyone could help me spot any errors or give me some tips as to how I should do.
Three Round Burst Test Events Unit - Any Unit uses (NS Marine) (NS Marine) Burst at Effect3 - Cast stage (Ignore shared abilities) Local Variables Burst Caster Unit = (Triggering unit) <Unit> Burst Caster Location = (Position of (Triggering unit)) <Point> Target Location 1 = (Burst Caster Location offset by 10.0 towards ((Facing of (Triggering unit)) + (Random real between -3.0 and 3.0)) degrees) <Point> Target Location 2 = (Burst Caster Location offset by 10.0 towards ((Facing of (Triggering unit)) + (Random real between -5.0 and 5.0)) degrees) <Point> Target Location 3 = (Burst Caster Location offset by 10.0 towards ((Facing of (Triggering unit)) + (Random real between -10.0 and 10.0)) degrees) <Point> BulletSpeed = 0.8 <Real> Burst Projectile Unit 1 = No Unit <Unit> Burst Projectile Unit 2 = No Unit <Unit> Burst Projectile Unit 3 = No Unit <Unit> Conditions Actions Sound - Play Marine_AttackLaunch for (All players) on Burst Caster Unit with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds) Animation - Play Attack animation for (Actor for Burst Caster Unit) as Default, using No Options options and Default Time blend time Unit - Create 1 (NS Marine) Burst Missile Unit (Triggered) for player (Owner of Burst Caster Unit) at (Position of Burst Caster Unit) facing (Angle from (Position of (Triggering unit)) to Target Location 1) degrees (Ignore Placement) Variable - Set Burst Projectile Unit 1 = (Last created unit) Unit - Create 1 (NS Marine) Burst Missile Unit (Triggered) for player (Owner of Burst Caster Unit) at (Position of Burst Caster Unit) facing (Angle from (Position of (Triggering unit)) to Target Location 2) degrees (Ignore Placement) Variable - Set Burst Projectile Unit 2 = (Last created unit) Unit - Create 1 (NS Marine) Burst Missile Unit (Triggered) for player (Owner of Burst Caster Unit) at (Position of Burst Caster Unit) facing (Angle from (Position of (Triggering unit)) to Target Location 3) degrees (Ignore Placement) Variable - Set Burst Projectile Unit 3 = (Last created unit) General - While (Conditions) are true, do (Actions) Conditions Or Conditions (Burst Projectile Unit 3 is alive) == true (Burst Projectile Unit 2 is alive) == true (Burst Projectile Unit 1 is alive) == true Actions ------- MOVEMENT General - If (Conditions) then do (Actions) else do (Actions) If (Burst Projectile Unit 1 is alive) == true Then Unit - Move Burst Projectile Unit 1 instantly to ((Position of Burst Projectile Unit 1) offset by BulletSpeed towards Target Location 1) (Blend) Else General - If (Conditions) then do (Actions) else do (Actions) If (Burst Projectile Unit 2 is alive) == true Then Unit - Move Burst Projectile Unit 2 instantly to ((Position of Burst Projectile Unit 2) offset by BulletSpeed towards Target Location 2) (Blend) Else General - If (Conditions) then do (Actions) else do (Actions) If (Burst Projectile Unit 3 is alive) == true Then Unit - Move Burst Projectile Unit 3 instantly to ((Position of Burst Projectile Unit 3) offset by BulletSpeed towards Target Location 3) (Blend) Else ------- DESTINATION REACHED General - If (Conditions) then do (Actions) else do (Actions) If (Distance between (Position of Burst Projectile Unit 1) and Target Location 1) < (BulletSpeed + 0.01) Then Unit - Kill Burst Projectile Unit 1 Environment - Create (NS Marine) Burst (Damage, Triggered) on (Random Living unit from (Units in (Region((Position of Burst Projectile Unit 1), BulletSpeed)) having alliance Enemy with player (Owner of Burst Projectile Unit 1) matching Excluded: Self, Missile, Uncommandable, Dead, Hidden, with at most 1)) from Burst Caster Unit Else General - If (Conditions) then do (Actions) else do (Actions) If (Distance between (Position of Burst Projectile Unit 2) and Target Location 2) < (BulletSpeed + 0.01) Then Unit - Kill Burst Projectile Unit 2 Environment - Create (NS Marine) Burst (Damage, Triggered) on (Random Living unit from (Units in (Region((Position of Burst Projectile Unit 2), BulletSpeed)) having alliance Enemy with player (Owner of Burst Projectile Unit 2) matching Excluded: Self, Missile, Uncommandable, Dead, Hidden, with at most 1)) from Burst Caster Unit Else General - If (Conditions) then do (Actions) else do (Actions) If (Distance between (Position of Burst Projectile Unit 3) and Target Location 3) < (BulletSpeed + 0.01) Then Unit - Kill Burst Projectile Unit 3 Environment - Create (NS Marine) Burst (Damage, Triggered) on (Random Living unit from (Units in (Region((Position of Burst Projectile Unit 3), BulletSpeed)) having alliance Enemy with player (Owner of Burst Projectile Unit 3) matching Excluded: Self, Missile, Uncommandable, Dead, Hidden, with at most 1)) from Burst Caster Unit Else ------- COLLISION CHECK General - If (Conditions) then do (Actions) else do (Actions) If (Abs((Number of Living units in (Any units in (Region((Position of Burst Projectile Unit 1), BulletSpeed)) owned by player Any Player matching Excluded: Missile, Uncommandable, Dead, Hidden, with at most Any Amount)))) >= 1 Then Environment - Create (NS Marine) Burst (Damage, Triggered) on (Random Living unit from (Units in (Region((Position of Burst Projectile Unit 1), BulletSpeed)) having alliance Enemy with player (Owner of Burst Projectile Unit 1) matching Excluded: Self, Missile, Uncommandable, Dead, Hidden, with at most 1)) from Burst Caster Unit Unit - Kill Burst Projectile Unit 1 Else General - If (Conditions) then do (Actions) else do (Actions) If (Abs((Number of Living units in (Any units in (Region((Position of Burst Projectile Unit 2), BulletSpeed)) owned by player Any Player matching Excluded: Missile, Uncommandable, Dead, Hidden, with at most Any Amount)))) >= 1 Then Environment - Create (NS Marine) Burst (Damage, Triggered) on (Random Living unit from (Units in (Region((Position of Burst Projectile Unit 2), BulletSpeed)) having alliance Enemy with player (Owner of Burst Projectile Unit 2) matching Excluded: Self, Missile, Uncommandable, Dead, Hidden, with at most 1)) from Burst Caster Unit Unit - Kill Burst Projectile Unit 2 Else General - If (Conditions) then do (Actions) else do (Actions) If (Abs((Number of Living units in (Any units in (Region((Position of Burst Projectile Unit 3), BulletSpeed)) owned by player Any Player matching Excluded: Missile, Uncommandable, Dead, Hidden, with at most Any Amount)))) >= 1 Then Environment - Create (NS Marine) Burst (Damage, Triggered) on (Random Living unit from (Units in (Region((Position of Burst Projectile Unit 3), BulletSpeed)) having alliance Enemy with player (Owner of Burst Projectile Unit 3) matching Excluded: Self, Missile, Uncommandable, Dead, Hidden, with at most 1)) from Burst Caster Unit Unit - Kill Burst Projectile Unit 3 Else General - Wait 0.03 Game Time seconds Unit - Kill Burst Projectile Unit 1 Unit - Kill Burst Projectile Unit 2 Unit - Kill Burst Projectile Unit 3
Been trying to build a three round burst kind of effect, but haven't had much success, this is what I've got so far, would be greatly appreciated if anyone could help me spot any errors or give me some tips as to how I should do.