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Hello everyone. I am experimenting on Floating Text and i am trying to make it follow specific unit. This one is not working somehow. Untitled Trigger 001 Copy Events Time - Every 2.00 seconds of game time Conditions Actions Floating Text - Create floating text...
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All of the Floating Text actions are under the Floating Text category so it shouldn't be too hard to figure out.
Then you use a Floating Text array variable and an Integer array variable to link the Floating Text to the gold mine and the Worker count to the gold mine.
The linking can be done using the Unit Indexing method or something like it. (Link in my signature)
Then you detect when a Worker right clicks the Gold Mine using an Order Event and in response increase the gold mine's Integer by 1.
Then if that Worker changes Orders you decrease the Integer by 1. Each time you adjust this Integer you also change the Floating Text.
The Increase trigger would look something like this (assuming you have a Unit Indexer):
Events
Unit - A unit is issued an order targeting an object
Conditions
((Ordered unit) is A peon-type unit) Equal to True
(Issued order) Equal to (Order(smart))
Or - Any (Conditions) are true
Conditions
(Unit-type of (Target unit of issued order)) Equal to Gold Mine
(Unit-type of (Target unit of issued order)) Equal to Haunted Gold Mine
(Unit-type of (Target unit of issued order)) Equal to Entangled Gold Mine
Actions
Set GoldMine = (Target unit of issued order)
Set GCV = (Custom value of GoldMine)
Set WorkerCount[GCV] = WorkerCount[GCV] + 1
Floating Text - Change text of GoldMineText[GCV] to (String(WorkerCount[GCV])) using font size 10.00
You can figure out the names of orders using this trigger:
Display Orders On Screen
Events
Unit - A unit Is issued an order targeting an object
Unit - A unit Is issued an order targeting a point
Unit - A unit Is issued an order with no target
Conditions
Actions
Game - Display to (All players) for 30.00 seconds the text: (String((Issued order)))
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