# Unit Can Create Effect At Point
Grammar — caster can create effect at point
Flags —Function
Returns true if the specified unit can execute the specified effect at the specified point.
# Arguments
unit
— Casterstring
<gamelink::Effect> — Effectpoint
— Point
Returns — bool
bool libNtve_gf_UnitCanCreateEffectAtPoint(
unit lp_caster,
string lp_effect,
point lp_point,
);
# Related
Category: Environment / Effects
- Create Explosion At Point —
void
— libNtve_gf_CreateExplosionAtPoint - Create Effect At Point (From Player) —
void
— PlayerCreateEffectPoint - Create Effect On Unit (From Player) —
void
— PlayerCreateEffectUnit - Create Effect At Point (From Unit) —
void
— UnitCreateEffectPoint - Create Effect On Unit (From Unit) —
void
— UnitCreateEffectUnit - Damage Unit (From Unit) —
void
— UnitDamage - Player Can Create Effect At Point —
bool
— libNtve_gf_PlayerCanCreateEffectAtPoint - Player Can Create Effect On Unit —
bool
— libNtve_gf_PlayerCanCreateEffectOnUnit - Unit Can Create Effect At Point —
bool
— libNtve_gf_UnitCanCreateEffectAtPoint - Unit Can Create Effect On Unit —
bool
— libNtve_gf_UnitCanCreateEffectOnUnit - Destroy Effects —
void
— GameDestroyEffects - Effect Used —
void
— TriggerAddEventPlayerEffectUsed - Effect Used From Scope —
void
— TriggerAddEventPlayerEffectUsedFromScope - Triggering Effect Used —
string
<gamelink::Effect> — EventPlayerEffectUsed - Triggering Effect Point —
point
— EventPlayerEffectUsedPoint - Triggering Effect Unit —
unit
— EventPlayerEffectUsedUnit - Triggering Effect Item —
unit
— EventPlayerEffectUsedItem - Triggering Effect Impact Unit —
unit
— EventPlayerEffectUsedUnitImpact - Triggering Effect Launch Unit —
unit
— EventPlayerEffectUsedUnitLaunch - Triggering Effect Unit Owner —
int
— EventPlayerEffectUsedUnitOwner - Triggering Effect Unit Type —
string
<gamelink::Unit> — EventPlayerEffectUsedUnitType - Triggering Effect Item Type —
string
<gamelink::Unit> — EventPlayerEffectUsedItemType - Triggering Effect Amount (Integer) —
int
— EventPlayerEffectUsedAmountInt - Triggering Effect Amount (Real) —
fixed
— EventPlayerEffectUsedAmountFixed - Triggering Effect Source Behavior —
string
<gamelink::Behavior> — EventPlayerEffectUsedSourceBehavior - Triggering Effect Weapon —
string
<gamelink::Weapon> — EventPlayerEffectUsedWeapon - Triggering Effect Ability —
string
<gamelink::Abil> — EventPlayerEffectUsedAbil
# Examples
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/void/pmoebius01.sc2map/MapScript.galaxy:539
autoB8FABB6C_var = UnitGroupUnitFromEnd(autoB8FABB6C_g, autoB8FABB6C_u);
if (autoB8FABB6C_var == null) { break; }
if ((libNtve_gf_UnitCanCreateEffectAtPoint(autoB8FABB6C_var, "TranslateUnit", PointWithOffsetPolar(UnitGetPosition(autoB8FABB6C_var), lv_distance, lp_direction)) == true)) {
UnitGroupAdd(lv_platformUnits, autoB8FABB6C_var);
UnitGroupAdd(lv_friendlyGroundUnits, autoB8FABB6C_var);
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/void/pmoebius01.sc2map — MapScript.galaxy:539
autoB8FABB6C_var = UnitGroupUnitFromEnd(autoB8FABB6C_g, autoB8FABB6C_u);
if (autoB8FABB6C_var == null) { break; }
if ((libNtve_gf_UnitCanCreateEffectAtPoint(autoB8FABB6C_var, "TranslateUnit", PointWithOffsetPolar(UnitGetPosition(autoB8FABB6C_var), lv_distance, lp_direction)) == true)) {
UnitGroupAdd(lv_platformUnits, autoB8FABB6C_var);
UnitGroupAdd(lv_friendlyGroundUnits, autoB8FABB6C_var);