- Joined
- Jan 21, 2005
- Messages
- 106
I really need to get a floating damage system and preferably a floating exp system as well.
Here is my trigger.. it leaks but I dont know why.
Part 1..
Event
A unit is attacked
Condition
Action
Trigger - Add to text check <gen> the event (Unit - (Attacked unit) Takes damage)
Part 2..
Event
Condition
Actions
Floating Text - Create floating text that reads (String((Integer((Damage taken))))) above (Attacked unit) with Z offset 0.00, using font size 12.00, color (16.00%, 54.00%, 20.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 96.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 0.75 seconds
Floating Text - Change the fading age of (Last created floating text) to 0.75 seconds
It seems to only have a problem when there are fast attacking enemies. Quicker than the lifespan timer of the thing.
Please help
Here is my trigger.. it leaks but I dont know why.
Part 1..
Event
A unit is attacked
Condition
Action
Trigger - Add to text check <gen> the event (Unit - (Attacked unit) Takes damage)
Part 2..
Event
Condition
Actions
Floating Text - Create floating text that reads (String((Integer((Damage taken))))) above (Attacked unit) with Z offset 0.00, using font size 12.00, color (16.00%, 54.00%, 20.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 96.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 0.75 seconds
Floating Text - Change the fading age of (Last created floating text) to 0.75 seconds
It seems to only have a problem when there are fast attacking enemies. Quicker than the lifespan timer of the thing.
Please help