Hi, I appologize if my advice is not entirely foolproof - just a warning here as my memory is a bit foggy.
![Smiley](https://www.pftq.com/forums/Smileys/default/smiley.gif)
But just so we're on the same track, below is my logic. I remember there were two distinct types of area:
Vector - Generally use the vector(float x, float y, float z).
ex. the original flare effect:
trMinimapFlare(%PlayerID%, %Duration%, vector(%Position%), %Flash%) - where %Position% is by default (0,0,0)
Quantity - Not sure how to name these, but pretty much (x,y,z) without combining them into a vector.
ex. Move from Area
trUnitMoveFromArea(%DstPoint%, -1, %AttackMove%, %PlayerID%, "%UnitType%", %Radius%) - where %DstPoint% is default (0,0,0)*
** (0,0,0) alone is not a vector; functions such as xsVectorGetX(vector xyz) will not accept it unless it is put into the vector() function first.
Seeing as the flare effect requires the location as a vector, as is kbUnitGetPosition/BlockPosition, it should work.
However, I would also try vector(kbGet...).
One thing though - why do you have:
loop="" loopParm="SrcObject"
*nvm - forgot about the center unit
![Tongue](https://www.pftq.com/forums/Smileys/default/tongue.gif)
But you would need to change the variable name accordingly.
Also, what actually happens with the code? Does that one effect not work or does it cause all conditions/effects in the same trigger to freeze up as well?