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[Trigger] Not showing floating text, GetLocalPlayer + Loop

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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?
 
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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