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Just use Child_0f_Bodom's trigger. What part you dont understand? It simply picks all unit sin a playable map and if the picked unit is an ally of triggering (chatting) player then it creates a signal for the triggering player.
Set TempGroup = (Units in (Playable map area))
Unit Group - Pick every unit in TempGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of (Owner of (Picked unit))) Equal to True
Then - Actions
Set TempPoint = (Position of (Picked unit))
Cinematic - Ping minimap for (All players) at TempPoint for 2.00 seconds
Custom script: call RemoveLocation(udg_TempPoint)
Else - Actions
Set TempGroup = (Units in (Playable map area))
Stores all units in a playable map area to variable so it can be destryed later. In the World Editor there are some things that need to be destroyed later or they cause memory leaks that can create lag on longer use.
Unit Group - Pick every unit in TempGroup and do (Actions)
Loop - Actions
Picks all units in the unit group called TempGroup and does the following actions for every picked unit.
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If IF conditions are true, then the trigger runs THEN actions. If IF conditions are false then the trigger runs ELSE actions.
If - Conditions
((Triggering player) is an ally of (Owner of (Picked unit))) Equal to True
There you can place your IF conditions. If IF conditions are true, then the trigger runs THEN actions. In this case it means that if the owner of the picked unit is an ally of triggering unit, it runs THEN actions for the picked unit.
Then - Actions
Set TempPoint = (Position of (Picked unit))
THEN actions happen when IF conditions are true. Now we are storing the position of the picked unit to the variable TempPoint, so that it can be destroyed later or else it will cause memory leaks and lag afterwards.
Cinematic - Ping minimap for (All players) at TempPoint for 2.00 seconds
Pings the position of the TempPoint (picked unit) to all players for 2.00 seconds.
Custom script: call RemoveLocation(udg_TempPoint)
Now we are destroying the TempPoint (leak variable) so that it wont cause any problems later.
Else - Actions
There are no else actions. That means that nothing will happen if the IF conditions are false.
Theres still one thing missing. Put "custom script: call DestroyGroup(udg_TempGroup)" at the end of the trigger so we can remove the unit group that we just used, so it wont create any memory leaks.
Learn some triggering! Dont even TRY to make a map if you dont know about variables, were just gonna be making the map for you. Look at tutorials PLEASE!
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