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How to edit or hide in-game floating text above harvested worker???

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Hello!

Can anybody tell me how can i catch and change the floating text, that appears above worker? (+10 or else...)

Or hide that text for current unit?

Is it possible???

Creating an unknown number of abilities in object editor (for N different values) obviously is not possible. Changes in game constants is not suitable too.

May be it possible using GUI, may be Custom Script or JASS - no matter. Thanks to everybody for any information! :as:
 
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I trying to make an ability for stealing enemy resources from main building or lumbermill. So i decided that easiest way for it is adding the harvest ability to casting unit and catching the moment when stealed minerals returned. I can show size of theft using floating text above unit, but the main text +10 still shows. Ability is work - i don't like only graphic side, so i don't think that its worth time.

BUT...
May be there is another way to make that ability?
If You had any ideas, will bw glad to hear it :as:...
 

Chaosy

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something like this?
  • Melee Initialization
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
      • (Unit-type of (Target unit of ability being cast)) Equal to Lumber Mill
      • (Unit-type of (Target unit of ability being cast)) Equal to Town Hall
      • (Unit-type of (Target unit of ability being cast)) Equal to Keep
      • (Unit-type of (Target unit of ability being cast)) Equal to Castle
    • Actions
      • Player - Add -100 to (Owner of (Target unit of ability being cast)) Current lumber
      • Player - Add 100 to (Owner of (Triggering unit)) Current lumber
 
Level 3
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May 10, 2014
Messages
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Yeah, something like this - initialization... realized with GUI... not one trigger, but several...

And I thought only in that way first time - instantly get resources and simply use any target ability too, but i need it look like a real theft. Hero model has animation tags 'gold' and 'lumber', so i want hero get minerals on his back and bring them back to main building or lumbermill to increase player resources.

Seems like triggers working correct, but after few tests i get a FATAL ERROR))...

May be I post them here? But i dont know how :as:...

EDIT: Fatal Error appears when enemy resources removed, and, may be, enemy worker get build order...

EXCEPTION: 0xC0000005 (ACCESS_VIOLATION)
Memory could not be read...
 
something like this?
  • Melee Initialization
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
      • (Unit-type of (Target unit of ability being cast)) Equal to Lumber Mill
      • (Unit-type of (Target unit of ability being cast)) Equal to Town Hall
      • (Unit-type of (Target unit of ability being cast)) Equal to Keep
      • (Unit-type of (Target unit of ability being cast)) Equal to Castle
    • Actions
      • Player - Add -100 to (Owner of (Target unit of ability being cast)) Current lumber
      • Player - Add 100 to (Owner of (Triggering unit)) Current lumber
These Unit-type comparissons need to be in an Or-Conditions block, else it's never true.

In actions an If/Then/Else would ne good, to check if the player even has 100 lumber.

@0.to.the.9, yes you can post your code: http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/how-easily-post-triggers-163285/
 
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Messages
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What order string identifies the minerals return to town hall or mill?

'resumeharvesting' - is an order to return. (begin return)

Return complete identifies by 'harvest'???

For some reason it doesn't work...


EDIT: I just need End Harvesting order string (mine crash).
Does it exist? :as:
 
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