| 01-19-2004, 02:41 AM | #1 |
Code:
Summoner Initialization
Events
Conditions
Actions
Player Group - Pick every player in Summoner_Players and do (Actions)
Loop - Actions
Set TempInteger = ((Player number of (Picked player)) - 9)
Set TempPoint_a = (Center of Summoner_Base[TempInteger])
Unit - Create 1 Summoner for (Picked player) at TempPoint_a facing Position_Map_Center
//Create a tempunit var for last created unit then destroy it after the next step
Trigger - Add to Queue_Addition[TempInteger] the event (Unit - TempUnit Sells a unit)
Set TempPoint_a = (TempPoint_a offset by 48.00 towards 270.00 degrees)
For each (Integer A) from 1 to Rune_Number, do (Actions)
Loop - Actions
Set TempPoint_b = (TempPoint_a offset by 256.00 towards ((360.00 / (Real(Rune_Number))) x (Real((Integer A)))) degrees)
//Create a tempplayer var for picked player then destroy it after the next step
Unit - Create 1 Rune_Variations[(Random integer number between 0 and 2)] for (Picked player) at TempPoint_b facing Default building facing degrees
//Create a tempunit var for last created unit then destroy it after the next step
Set Rune_Circle[((TempInteger x Rune_Number) + (Integer A))] = (Last created unit)
Custom script: call UnitAddAbilityBJ( 'Aloc', GetLastCreatedUnit() )
//Create a tempunit var for last created unit then destroy it after the next step
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
Custom script: call RemoveLocation( udg_TempPoint_b )
Custom script: call RemoveLocation( udg_TempPoint_a ) |
| 01-19-2004, 06:52 PM | #2 |
anyone wish to help? |
