- Joined
- Oct 12, 2011
- Messages
- 3,449
I have a problem with f.text where the indexing is going crazy after 100 texts have been made. I have destroyed all the unused floating text, and disable the permanence before it, "i think" to save more place. The question is, is that destroying f.text the best way to save place? Or hiding it is a better way (then we are no allowed to make another text, after the 100th text is made)? question number two is, if we add lifespan age (1s as example), will that text really destroyed after 1 second?
As example I have a trigger like this
a[1] reads 1
a[2] reads 2
a[3] reads 3
...
a[100] reads 100
then we destroy them
but I think it's going different in the next seconds.
it's going to be
a[random from 1-100] reads 1
a[random from 1-100] reads 2
a[random from 1-100] reads 3
...
a[random from 1-100] reads 100
actually what I'm trying to tell is that floating text triggers often work at the wrong place. As example I want to destroy the a[50] but then the destroyed text is a[not 50]. I don't know, I have tried to make the use of floating text as efficient as possible, but still something is going wrong. someone got any idea about it?
As example I have a trigger like this
- Event - Every 1 second
- Action
- Loop Integer A from 1 to 100
- do create floating text reads string(Integer A) at point size 7
- set a[integer A] = last created text
a[1] reads 1
a[2] reads 2
a[3] reads 3
...
a[100] reads 100
then we destroy them
but I think it's going different in the next seconds.
it's going to be
a[random from 1-100] reads 1
a[random from 1-100] reads 2
a[random from 1-100] reads 3
...
a[random from 1-100] reads 100
actually what I'm trying to tell is that floating text triggers often work at the wrong place. As example I want to destroy the a[50] but then the destroyed text is a[not 50]. I don't know, I have tried to make the use of floating text as efficient as possible, but still something is going wrong. someone got any idea about it?