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Numbers, text

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Level 4
Joined
Sep 12, 2008
Messages
111
Do you mean floating texts floating near the hero? [I never play DotA so I don't know what you mean,but I had played it before]
 
Level 3
Joined
Dec 24, 2008
Messages
63
Something like this?
  • Melee Initialization
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Floating Text - Create floating text that reads 200 at (Position of (Casting unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Custom script: Custom Script: call RemoveLocation(udg_L)
Im not sure how to make a floating text depend on the Rank of the ability tho :/
Then the color is just to change to yellow, you need to search that up.

/Tozza
 
Level 25
Joined
May 11, 2007
Messages
4,651
Something like this?
  • Melee Initialization
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Floating Text - Create floating text that reads 200 at (Position of (Casting unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Custom script: Custom Script: call RemoveLocation(udg_L)
Im not sure how to make a floating text depend on the Rank of the ability tho :/
Then the color is just to change to yellow, you need to search that up.

/Tozza

If integer level of custom ability of unit equal to 1
do bla bla bla

or
floating text: damage x lvl of custom ability of unit..
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Why do you use "Create Floating Text At Point" where you can "Create Floating Text Above Unit" ?
It saves performance (TOTALLY ENSURED, no leaks + no use of custom script = more faster performance)
  • Floating Text - Create floating text that reads 200 above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
 
Level 3
Joined
Dec 24, 2008
Messages
63
Yea, i forgot about that. Try that instead and defskull, you know how to base the text that depends on the damage done?

/Tozza
 
Level 3
Joined
Dec 24, 2008
Messages
63
Didn't mean like that Defskull, meant that the text on the floating text, eg. 200/400/600 shows depended on the level.

Back to Topic:

Here you have NO_Bloody_Name

  • Melee Initialization
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Your Spell
    • Actions
      • Floating Text - Create floating text that reads 200 above (Casting unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Wait 2.00 seconds
      • Floating Text - Destroy (Last created floating text)
Edit: Attached a test map
 

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  • Text Test.w3x
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Level 33
Joined
Mar 27, 2008
Messages
8,035

- You can use A unit starts the effect of an ability instead of A unit finishes casting an ability
- You can use the function (Triggering unit) instead of (Casting unit)



  • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
This is for the Floating Text to "move"
Just need to edit its speed, doesn't need to edit the 90.00 degrees because it is always looks cooler when the text moving upwards

  • Floating Text - Change (Last created floating text): Disable permanence
To prevent Floating Text leaks

  • Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
Its lifespan (before the floating text is "destroyed"

  • Floating Text - Change the fading age of (Last created floating text) to 4.00 seconds
Fade-away time of the text
 
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