🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
Im searching for a PERFECT floating text system that
- Shows the damage that your hero does
- Shows healing
- Shows AOE type damage spells direct damage
Floating Text - Create floating text that reads (String((Integer((Damage taken))))) at (Position of (Triggering unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 60.00%, 28.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90.00 degrees
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
that should work ... but that is only detecting for units that are placed in the game before you run that trigger... if you wanna add units that appeared in the game after the first trigger execution you have to do the same... else they wont be in the damage detection system
for ie: unit enters playable map area then Add to Damage <gen> the event (Unit - (entering unit) Takes damage)
The most number GUI triggers cause leaks. You can use global location variables for positions of flying text. I don't think that author of this thread want to make it on jass.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.