- Joined
- Feb 8, 2015
- Messages
- 123
Infuratingly I have a loop that will work to create some of the designated floating texts, while ignoring the others. I have some 12 regions in the map, each supposed to have a (permanent) floating text attached to it.
There are no other floating texts created on the map at this point, so I hardly think I'm encountering any sort of hard cap. Is there some other limiting behaviour in how Floating texts can be generated?
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Float Text
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Events
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Time - Elapsed game time is 5.50 seconds
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Conditions
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Actions
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Set VariableSet Quest_FloatTextp[1] = (Center of QuestReg CentaurOrigin <gen>)
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Set VariableSet Quest_FloatTextp[2] = (Center of QuestReg CentaurTarget <gen>)
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Set VariableSet Quest_FloatTextp[3] = (Center of QuestReg GhostOrigin <gen>)
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Set VariableSet Quest_FloatTextp[4] = (Center of QuestReg GhostTarget <gen>)
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Set VariableSet Quest_FloatTextp[5] = (Center of QuestReg LedgerOrigin <gen>)
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Set VariableSet Quest_FloatTextp[6] = (Center of QuestReg LedgerTarget <gen>)
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Set VariableSet Quest_FloatTextp[7] = (Center of QuestReg PumpkinOrigin <gen>)
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Set VariableSet Quest_FloatTextp[8] = (Center of QuestReg PumpkinTarget <gen>)
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Set VariableSet Quest_FloatTextp[9] = (Center of QuestReg SludgeOrigin <gen>)
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Set VariableSet Quest_FloatTextp[10] = (Center of QuestReg SludgeTarget <gen>)
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Set VariableSet Quest_FloatTextp[11] = (Center of QuestReg BrimstoneOrigin <gen>)
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Set VariableSet Quest_FloatTextp[12] = (Center of QuestReg BrimstoneTarget <gen>)
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Set VariableSet Quest_FloatTextstr[1] = Centaur Camp
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Set VariableSet Quest_FloatTextstr[2] = Ratman Hollow
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Set VariableSet Quest_FloatTextstr[3] = Weeping Ruins
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Set VariableSet Quest_FloatTextstr[4] = Accursed Fort
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Set VariableSet Quest_FloatTextstr[5] = The Farm
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Set VariableSet Quest_FloatTextstr[6] = Raider Camp
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Set VariableSet Quest_FloatTextstr[7] = Newgrowth
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Set VariableSet Quest_FloatTextstr[8] = Petulant Pumpkin Patch
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Set VariableSet Quest_FloatTextstr[9] = Warlock's Nook
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Set VariableSet Quest_FloatTextstr[10] = Irradiated Swamp
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Set VariableSet Quest_FloatTextstr[11] = Brimstone Furnace
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Set VariableSet Quest_FloatTextstr[12] = Cindertop
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For each (Integer Quest_FloatTexti) from 1 to 14, do (Actions)
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Loop - Actions
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Floating Text - Create floating text that reads Quest_FloatTextstr[Quest_FloatTexti] at Quest_FloatTextp[Quest_FloatTexti] with Z offset 0.00, using font size 10.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency
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Set VariableSet Quest_FloatText = (Last created floating text)
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Floating Text - Change Quest_FloatText: Enable permanence
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Floating Text - Show Quest_FloatText for (All players)
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For each (Integer Quest_FloatTexti) from 1 to 12, do (Actions)
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Loop - Actions
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Custom script: call RemoveLocation(udg_Quest_FloatTextp[udg_Quest_FloatTexti])
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There are no other floating texts created on the map at this point, so I hardly think I'm encountering any sort of hard cap. Is there some other limiting behaviour in how Floating texts can be generated?






