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Floating Text Help

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Level 16
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Jun 25, 2008
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1,043
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • -------- Unit acquires custom text --------
      • 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 ? :eek:

(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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