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Talk to people trigger?

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You can use

  • Unit - A unit comes within 300.00 of *unit*
or

  • Untitled Trigger 001
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
    • Conditions
      • (Triggering unit) Equal to Archmage 0000 <gen>
    • Actions
      • Set Temp_Loc_1 = (Position of Archmage 0000 <gen>)
      • Set Temp_Group = (Units within 512.00 of Temp_Loc_1 matching ((((Matching unit) is alive) Equal to True)
        • and ((((Matching unit) is A structure) Equal to False)
        • and ((Owner of (Matching unit)) Equal to (Triggering player)))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Temp_Group is empty) Equal to False
        • Then - Actions
          • Game - Display to (All players) the text: True
        • Else - Actions
          • Game - Display to (All players) the text: False
      • Custom script: call RemoveLocation(udg_Temp_Loc_1)
      • Custom script: call DestroyGroup(udg_Temp_Group)
 
oops sorry wrong post it should be:
it doesn't work also thats not what i want to make my question better understandable i have rephrased it:
can anyone show me a trigger used for talking to units but not just by "following" them/moving to them but i need the "talking" unit to be near the "to be talked to" unit before he can speak with him.
 
I think I know what you mean.

  • Untitled Trigger 003
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Target unit of issued order) Equal to Archmage 0000 <gen>
    • Actions
      • Set Temp_Loc_1 = (Position of (Triggering unit))
      • Set Temp_Loc_2 = (Position of Archmage 0000 <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between Temp_Loc_1 and Temp_Loc_2) Less than 300.00
        • Then - Actions
          • Game - Display to (All players) the text: Is close
        • Else - Actions
          • Game - Display to (All players) the text: Too far
      • Custom script: call RemoveLocation(udg_Temp_Loc_1)
      • Custom script: call RemoveLocation(udg_Temp_Loc_2)
 
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