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[Trigger] Not showing floating text, GetLocalPlayer + Loop

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Level 17
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Jun 12, 2007
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Oke, long title but the question still is. Why wont it work?
It's this part that's being annoying.

  • For each (Integer A) from 1 to 4, do (Actions)
    • Loop - Actions
      • Set Point_Hero[(Integer A)] = (Position of Unit_PlayerHero[(Integer A)])
      • Custom script: if (GetLocalPlayer()==Player(GetForLoopIndexA())) then
      • Floating Text - Create floating text that reads ((PlayerColor[(Integer A)] + ((Proper name of Unit_PlayerHero[(Integer A)]) + :|r Where am I?)) + RandomTextCasual[(Random integer number between 1 and 8)]) at TalkTargetPoint[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds
      • Floating Text - Set the velocity of (Last created floating text) to 15.00 towards (Random real number between 50.00 and 90.00) degrees
      • Custom script: endif
I think I made the GetLocalPlayer wrong, but I'm not sure.
Can somebody tell me why it ain't working?
 
Level 17
Joined
Jun 12, 2007
Messages
1,261
Would be possible for this trigger yes, that I didn't think about it. Problem is that I it's often mixed with integers that are stored with 1 through 4. :p
There was a function to add 1, GetConvertedPlayer, but I don't know how to spell the exact function withing this function. =/

Still thanks though.
 
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