Name | Type | is_array | initial_value |
OB_Aoe | real | No | |
OB_BombNumber | integer | No | |
OB_Counter | integer | No | |
OB_Damage | real | No | |
OB_DInt | integer | No | |
OB_FlareDur | real | No | |
OB_FSMax | real | No | |
OB_FSMin | real | No | |
OB_Hash | hashtable | No | |
OB_HMax | real | No | |
OB_HMin | real | No | |
OB_Light | lightning | Yes | |
OB_LightAoe | real | No | |
OB_LightDamage | real | No | |
OB_LightEff | lightningtype | No | |
OB_LightSpeed | real | No | |
OB_Missiles | group | No | |
OB_MoveDist | real | No | |
OB_Point | location | Yes | |
OB_Real | real | No | |
OB_SRMax | real | No | |
OB_StartFall | real | No | |
OB_Targets | group | No | |
OB_Unit | unit | Yes | |
TEST_HERO | unit | No | |
TEST_REVIVE | location | No |
1. SPELL IMPORTING
1.1 In this spell we used some things from Object Editor
The list of them is:
a) Dummy - unit
b) Orbital Bombardment - ability
1.2 I used many variables in this spell, so to don`t copy them one by one go to
"File" -> "Preferences" -> and tick "Automaticly create unknown variables while pasting trigger data"
1.3 Now we just need these triggers:
a) OB Hash (you can just copy these actions into your map initialization trigger)
b) OB Cast
c) OB Loop
d) OB Clean
BE SURE YOU HAVE ALL OF THESE THINGS ON YOUR MAP, ELSE THE SPELL WON`T WORK
CREDITS - shamanyouranus - for signal flare model