Thanks for replying again!.
I didnt set cutoff distance..But here is my trigger. First of all, i want to make Block Sound Effect when unit trigger block..and Block Sound Effect have 2 different sound..so i made trigger to make WE play different block sound effect everytime Block was triggered. Please Check This out!
Randomizer
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Set Chance = 0
Wait 1.00 seconds
Set Chance = 1
Wait 1.00 seconds
Block
Events
Game - GDD_Event becomes Equal to 0.00
Conditions
(Level of Block for GDD_DamagedUnit) Greater than 0
GDD_Damage Less than or equal to 0.08
GDD_Damage Greater than 0.00
Actions
If (Chance Equal to 0) then do (Sound - Play Block_00 <gen> at 100.00% volume, located at (Position of (Triggering unit)) with Z offset 0.00) else do (Do nothing)
If (Chance Equal to 1) then do (Sound - Play Block_00 <gen> at 100.00% volume, located at (Position of GDD_DamageSource) with Z offset 0.00) else do (Do nothing)
Set TempPoint = (Position of GDD_DamagedUnit)
Floating Text - Create floating text that reads Block at TempPoint with Z offset 0.00, using font size 12.00, color (0.00%, 0.00%, 100.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90.00 degrees
Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 0.80 seconds
Custom script: call RemoveLocation(udg_TempPoint)