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Set Temp_Group_1 = (Units within 7000.00 of Temp_Loc_1 matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))
Unit Group - Pick every unit in Temp_Group_1 and do (Actions)
Loop - Actions
Set Temp_Loc_2 = (Position of (Picked unit))
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 7000.00
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Temp_Player_1 Equal to (Owner of (Picked unit))
Then - Actions
-------- Units owned by the same player --------
Cinematic - Ping minimap for (Player group(Temp_Player_1)) at Temp_Loc_2 for 1.00 seconds, using a Simple ping of color (100.00%, 100.00%, 0.00%)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of Temp_Player_1) Equal to True
Then - Actions
-------- Units owned by allies of the owner of triggering unit --------
Cinematic - Ping minimap for (Player group(Temp_Player_1)) at Temp_Loc_2 for 1.00 seconds, using a Simple ping of color (0.00%, 100.00%, 0.00%)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of Temp_Player_1) Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to True
Then - Actions
-------- Hero units owned by an enemy of the owner of triggering unit --------
Cinematic - Ping minimap for (Player group(Temp_Player_1)) at Temp_Loc_2 for 1.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
Else - Actions
-------- Normal units owned by an enemy of the owner of triggering unit --------
Cinematic - Ping minimap for (Player group(Temp_Player_1)) at Temp_Loc_2 for 1.00 seconds, using a Simple ping of color (0.00%, 0.00%, 100.00%)
Set Temp_Group_1 = (Units within 7000.00 of Temp_Loc_1 matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))
Unit Group - Pick every unit in Temp_Group_1 and do (Actions)
Loop - Actions
Set Temp_Loc_2 = (Position of (Picked unit))
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 7000.00
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Temp_Player_1 Equal to (Owner of (Picked unit))
Then - Actions
-------- Units owned by the same player --------
Cinematic - Ping minimap for (Player group(Temp_Player_1)) at Temp_Loc_2 for 1.00 seconds, using a Simple ping of color (100.00%, 100.00%, 0.00%)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of Temp_Player_1) Equal to True
Then - Actions
-------- Units owned by allies of the owner of triggering unit --------
Cinematic - Ping minimap for (Player group(Temp_Player_1)) at Temp_Loc_2 for 1.00 seconds, using a Simple ping of color (0.00%, 100.00%, 0.00%)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of Temp_Player_1) Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to True
Then - Actions
-------- Hero units owned by an enemy of the owner of triggering unit --------
Cinematic - Ping minimap for (Player group(Temp_Player_1)) at Temp_Loc_2 for 1.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
Else - Actions
-------- Normal units owned by an enemy of the owner of triggering unit --------
Cinematic - Ping minimap for (Player group(Temp_Player_1)) at Temp_Loc_2 for 1.00 seconds, using a Simple ping of color (0.00%, 0.00%, 100.00%)
The trigger Loc_2 is a variable, so if you didn't name it Loc_2 it cannot remove it as it is nowhere. If your variable name is RandomPoint then write : call RemoveLocation(udg_Temp_RandomPoint)
The trigger Loc_2 is a variable, so if you didn't name it Loc_2 it cannot remove it as it is nowhere. If your variable name is RandomPoint then write : call RemoveLocation(udg_Temp_RandomPoint)
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