# Move Blockers From Point For Unit Type

Grammar — Move Blockers From source Unit For Unit Type unitType And Player player With Range range
FlagsNative | Action

# Arguments

  • string<gamelink::Unit> — Unit Type
  • int — Player
  • point — Source
  • fixed — Range

Returns — int

native int UnitTypeMoveBlockersFromPoint(
	string inType,
	int inPlayer,
	point inSource,
	fixed inRange,
);

Category: Unit / Placement

# Examples

campaigns/swarmstory.sc2campaignbase.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:1287

    lv_droppod = UnitLastCreated();
    Wait(2.0, c_timeReal);
    UnitTypeMoveBlockersFromPoint(lp_buildingType, lp_player, lp_landingPoint, 0.0);
    Wait(1.25, c_timeReal);
    autoEFB1326A_g = UnitGroup(null, c_playerAny, RegionCircle(lp_landingPoint, 2.5), UnitFilter(0, 0, (1 << c_targetFilterStructure) | (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0);

campaigns/voidstory.sc2campaignbase.sc2data/TriggerLibs/VoidCampaignMissionLib.galaxy:3318

    }

    UnitTypeMoveBlockersFromPoint(lp_buildingType, lp_player, lp_landingPoint, 0.0);
    Wait(1.25, c_timeReal);
    if ((UnitIsAlive(lv_dropPod) == false)) {

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:3484

    }

    UnitTypeMoveBlockersFromPoint(lp_buildingType, lp_player, lp_landingPoint, 0.0);
    Wait(1.25, c_timeReal);
    if ((UnitIsAlive(lv_dropPod) == false)) {

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMI.galaxy:11293

    lv_droppod = UnitLastCreated();
    Wait(2.0, c_timeReal);
    UnitTypeMoveBlockersFromPoint(lp_buildingType, lp_player, lp_landingPoint, 0.0);
    Wait(1.25, c_timeReal);
    auto5CF01D86_g = UnitGroup(null, c_playerAny, RegionCircle(lp_landingPoint, 2.5), UnitFilter(0, 0, (1 << c_targetFilterStructure) | (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0);

mods/voidprologue.sc2modbase.sc2data/LibA3DDD02B.galaxy:975

    lv_droppod = UnitLastCreated();
    Wait(2.0, c_timeReal);
    UnitTypeMoveBlockersFromPoint(lp_buildingType, lp_player, lp_landingPoint, 0.0);
    Wait(1.25, c_timeReal);
    autoEFB1326A_g = UnitGroup(null, c_playerAny, RegionCircle(lp_landingPoint, 2.5), UnitFilter(0, 0, (1 << c_targetFilterStructure) | (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0);