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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
FloatingTextCounter Equal to 100
Then - Actions
Set FloatingTextCounter = 0
Else - Actions
Set FloatingTextCounter = (FloatingTextCounter + 1)
Set FloatingTextUnit[FloatingTextCounter] = (Triggering unit)
Floating Text - Create floating text that reads Hax above FloatingTextUnit[FloatingTextCounter] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set FloatingText[FloatingTextCounter] = (Last created floating text)
Untitled Trigger 002
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
-------- Updates floating text --------
For each (Integer FloatingText_IntA) from 1 to 100, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(FloatingTextUnit[FloatingText_IntA] is alive) Equal to True
Then - Actions
Floating Text - Destroy FloatingText[FloatingText_IntA]
Floating Text - Create floating text that reads Hax above FloatingTextUnit[FloatingText_IntA] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set FloatingText[FloatingTextCounter] = (Last created floating text)
Else - Actions
Floating Text - Destroy FloatingText[FloatingText_IntA]
Set FloatingTextUnit[FloatingText_IntA] = No unit
Something like that ?
(it should be MUI up to 100 units at the same time but I haven't really tested the trigger)
also you need to add your own event to the first trigger.
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