Check Trees

Exide

I am amazingly focused right now!
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Something like this:

Trigger:
  • Untitled Trigger 004
    • Events
    • Conditions
    • Actions
      • Set temppoint = (Position of (Triggering unit))
      • Destructible - Pick every destructible in (Region centered at temppoint with size (200.00, 200.00)) and do (Actions)
        • Loop - Actions
          • Game - Display to (All players) the text: Tree Found!
      • Custom script: call RemoveLocation(udg_temppoint)
 

Exide

I am amazingly focused right now!
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is there a way to destroy the destructible group?

Not that I know of. I don't think it leaks anyway. Not sure, to be honest.
You should probably worry more about the region, though. ^^
 

WolfieeifloW

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Don't you have to add an If/Then/Else in there to make sure there's a [del]unit[/del] destructible in the group?
 

Exide

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Don't you have to add an If/Then/Else in there to make sure there's a [del]unit[/del] destructible in the group?

It won't loop if the group is empty.
 

WolfieeifloW

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Ahh yeah :rolleyes: .
Wouldn't it be easier to do:
Code:
Destructible - Pick every destructible within 256.00 of (Position of (Triggering unit)) and do (Actions)
    Loop - Actions
Though :) ?

Plus that gives a circle instead of a square.
 

Exide

I am amazingly focused right now!
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It could be easier.
It all depends on what the thread starter wants to do. ^^

(Don't forget the point leak in your example.)
 
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