I originally thought these triggers for floating text leak and that the only way to have leak-free floating text is to do it in JASS. But then someone told me that since they are on a timed life, it's fine. Can anyone confirm this please?
Thanks for any help!
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FloatText Creation
- Events
- Conditions
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Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Triggering unit) Equal to (==) BuilderChosen[(Player number of (Owner of (Triggering unit)))]
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Then - Actions
- Floating Text - Create floating text that reads (String((Integer((Damage taken))))) above (Triggering unit) with Z offset 5.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 85.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 1.40 seconds
- Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
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Else - Actions
- Floating Text - Create floating text that reads (String((Integer((Damage taken))))) above (Triggering unit) with Z offset 5.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 85.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 1.40 seconds
- Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Unit Gets Damaged
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Events
- Unit - A unit enters (Playable map area)
- Conditions
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Actions
- Trigger - Add to FloatText Creation <gen> the event (Unit - (Triggering unit) Takes damage)
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Events
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Check the Units
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Events
- Map initialization
- Conditions
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Actions
- Set TextDamage = (Units in (Playable map area))
- Unit Group - Pick every unit in TextDamage and do (Trigger - Add to FloatText Creation <gen> the event (Unit - (Picked unit) Takes damage))
- Custom script: call DestroyGroup(udg_TextDamage)
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Events
Thanks for any help!