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[code]void a() [color=999999][i]{[/i][/color] [color=999999][i] fixed distance; // local variable *distance* of type *real*[/i][/color] [color=999999][i][/i][/color] [color=999999][i] // .... your existing code[/i][/color] [color=999999][i][/i][/color] [color=999999][i] while (1) { // Repeat forever actiion[/i][/color] [color=999999][i] Wait(0.0625, c_timeGame); // << General - Wait Tick Period Game Time seconds[/i][/color] [color=999999][i] distance = // Set variable *distance*[/i][/color] [color=999999][i] DistanceBetweenPoints( // Distance Between Points[/i][/color] [color=999999][i] UnitGetPosition( // Position of unit[/i][/color] [color=999999][i] EventUnit() // Triggering Unit[/i][/color] [color=999999][i] ),[/i][/color] [color=999999][i] UnitGetPosition( // Position of unit[/i][/color] [color=999999][i] secretBane // saved variable of type *unit* - *secretbane*[/i][/color] [color=999999][i] )[/i][/color] [color=999999][i] )[/i][/color] [color=999999][i] ;[/i][/color] [color=999999][i] if (distance <= 1.0) { // Action if; condition - obvious[/i][/color] [color=999999][i] // sfi Reward Player Unlock Reward((Owner of (Picked unit)), Glaze - Flash) Trigger - Stop all instances of (Current trigger) Trigger - Turn (Current trigger) Off General - Break[/i][/color] [color=999999][i] }[/i][/color] } } [/code]
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void a() { fixed distance; // local variable *distance* of type *real* // .... your existing code while (1) { // Repeat forever actiion Wait(0.0625, c_timeGame); // << General - Wait Tick Period Game Time seconds distance = // Set variable *distance* DistanceBetweenPoints( // Distance Between Points UnitGetPosition( // Position of unit EventUnit() // Triggering Unit ), UnitGetPosition( // Position of unit secretBane // saved variable of type *unit* - *secretbane* ) ) ; if (distance <= 1.0) { // Action if; condition - obvious // sfi Reward Player Unlock Reward((Owner of (Picked unit)), Glaze - Flash) Trigger - Stop all instances of (Current trigger) Trigger - Turn (Current trigger) Off General - Break } } }