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Temp_Unit_1 is the unit you want to check the distances with. The closest item will be save to Temp_Item_1.
The same works for units, pick every unit in <playable map area> or inside some range matching ((matching unit is alive) and (matching unit is not structure)) etc. Remember to destroy the unit group.
When detecting structures, use ((matching unit) equal to structure).
The one posted earlier didn't have a check for the picked item being equal to the original item. So it eventually picked itself as the closest item, causing it to not work, per say.
The 2nd one does have that check though by using the "matching (Temp_Unit_1 not equal to (Matching Unit))" part of the "pick every unit" action.
The one posted earlier didn't have a check for the picked item being equal to the original item. So it eventually picked itself as the closest item, causing it to not work, per say.
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