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[General] Fickle Floating Text

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Level 6
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Sep 11, 2006
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Can someone tell me why my floating text sometimes decides to appear after saving my map and won't appear when testing after other saves?

The trigger fires with an elapsed game time of 2 seconds. 3 texts are created and set to variables so they can be destroyed later. Then there are 6 more that some times appear and sometimes don't. Following those are 4 floating texts that always appear. So 13 in all.

The one's that are picky are 4-9 and all the other texts always appear. There are no where near 100 on the map.

I have not changed any parts affecting the floating text.

I'll post the first part for reference.

  • Map Start Actions
    • Events
      • Time - Elapsed game time is 2.00 seconds
    • Conditions
    • Actions
      • Floating Text - Create floating text that reads |cff7fff00Easy|r at (Center of Choice Copy <gen>) with Z offset 20.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[1] = (Last created floating text)
      • Floating Text - Create floating text that reads |cffff0000Hard|r at (Center of Choice <gen>) with Z offset 20.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[2] = (Last created floating text)
      • Floating Text - Create floating text that reads |cffffd700Normal|r at (Center of Choice Copy 2 <gen>) with Z offset 20.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[3] = (Last created floating text)
      • Floating Text - Create floating text that reads 5 Minutes at (Center of Choice Copy 4 <gen>) with Z offset 20.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[4] = (Last created floating text)
      • Floating Text - Create floating text that reads |cffff00002 Minutes... at (Center of Choice Copy 3 <gen>) with Z offset 20.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[5] = (Last created floating text)
      • Floating Text - Create floating text that reads 3 Minutes at (Center of Choice Copy 5 <gen>) with Z offset 20.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[6] = (Last created floating text)
      • Floating Text - Create floating text that reads 60 Seconds at (Center of Choice Copy 7 <gen>) with Z offset 20.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[7] = (Last created floating text)
      • Floating Text - Create floating text that reads |cffff0000None|r at (Center of Choice Copy 6 <gen>) with Z offset 20.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[8] = (Last created floating text)
      • Floating Text - Create floating text that reads 30 Seconds at (Center of Choice Copy 8 <gen>) with Z offset 20.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[9] = (Last created floating text)
      • Floating Text - Create floating text that reads |cff8a2be2Night Cal... at (Center of Rect 128 <gen>) with Z offset 50.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[10] = (Last created floating text)
      • Floating Text - Create floating text that reads |cff9acd32Huntress|... at (Center of Rect 127 <gen>) with Z offset 50.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[11] = (Last created floating text)
      • Floating Text - Create floating text that reads |cff87cefaKnight|r at (Center of Rect 125 <gen>) with Z offset 50.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[12] = (Last created floating text)
      • Floating Text - Create floating text that reads |cffff8c00Line Brea... at (Center of Rect 126 <gen>) with Z offset 50.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set FloatingText[13] = (Last created floating text)
It seams totally random. Sometimes they're there and sometimes not.
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
Do you use:
  • Floating Text - Disable Permenance for (last created floating text)
It is buggy.
Never heard of that. Can you be more precise? How is permanency bugged?

@TO: Do you have, by any chance, more than 100 text tags shown in your game? Text tags are limited to 100 tags shown at the same time, hence why you need to clean them up properly if not used anymore.
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,178
You need to set few other things for every text, like: permanence, fading age, velocity, etc
He does not want them to expire. He should have "permanence" enabled since he wants them to be permanent (not expire).

If a solution is not found for your intermittent text you can always make them temporary and instead create them when the player's camera is nearby. Something like this was done for Skibi's Tower Defense or something (the one official Blizzard TD).
 
Level 11
Joined
Jun 2, 2013
Messages
613
Maybe it's the string length and font size being set to 20 that is causing your problem?

It has been a while since I've used it but If I remember correctly, if the the string length is too long, when you set to certain sizes the floating text gets a little sketchy. Another thing that I think I remember is that it doesn't always like using color Hex in the string but rather prefers
you set the color by using the percentages in the trigger.

Since I can't see all of the full strings in your floating text, Try lowering the size to maybe 10 on the one's that aren't working to see if they get more consistent.

One last thing, isn't there a
  • Floating Text - Show (Last Created Floating Text)
 
Level 12
Joined
May 22, 2015
Messages
1,051
I had this problem a long time ago as well. I did not find a solution to it, unfortunately. It seemed that when the floating text appeared too far off screen, it would not make them (or at least they were not visible).

I don't know if manually moving the player's screens around would make it work. I never tried that. I settled on a different solution to my problem, so I didn't look super deep into it.
 
Level 6
Joined
Sep 11, 2006
Messages
172
The regions are not affected by any other triggers or actions.

I think the problem may have been the editor itself. I restarted (though I think I tried this before) and saved. Haven't had the problem for a few saves since, but I wouldn't be surprised to see it again. If it does crop up, I'll start by testing out all of your suggestions.

As always, thank you for all the help.
 
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