Let me explain to you by using my own statement in a quote, okay ?
You should start this initially by using variable, so if you change this variable, all affected Floating Text function will follow the setting of a single variable.
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Melee Initialization
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Events
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Conditions
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Actions
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Set Offset = 100.00
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Set Angle = 180.00
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Floating Text - Create floating text that reads blablabla at ((Center of Region 000 <gen>) offset by Offset towards Angle degrees) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads blablabla at ((Center of Region 001 <gen>) offset by Offset towards Angle degrees) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads blablabla at ((Center of Region 002 <gen>) offset by Offset towards Angle degrees) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads blablabla at ((Center of Region 003 <gen>) offset by Offset towards Angle degrees) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
As you can see the trigger above, all Floating Text will follow the variable Offset and Angle, and if I change the variable either Offset or Angle or both, with just a change of those 2 variables will affect other Floating Text creation location since initially I used them as a variable.
Compared to;
Now since you have used a generic setting for each Floating Text function you have created, eventhough you changed it via variable, you need to change the function to accept variable values, it's the same as 40 times the work.
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Melee Initialization
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Events
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Conditions
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Actions
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Floating Text - Create floating text that reads blablabla at ((Center of Region 000 <gen>) offset by 100.00 towards 180.00 degrees) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads blablabla at ((Center of Region 001 <gen>) offset by 100.00 towards 180.00 degrees) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads blablabla at ((Center of Region 002 <gen>) offset by 100.00 towards 180.00 degrees) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads blablabla at ((Center of Region 003 <gen>) offset by 100.00 towards 180.00 degrees) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
This time you used a generic value set by your own for
each Floating Text Function, therefore if you want to change every single Floating Text creation location, you would go to every single Floating Text Function and change the
100.00 and
180.00 by yourselves.
If you have 40 of them, it's 40 times the work.
If you did it like what I did in trigger #1, it would save you time since I just use 2 variables to set globally for all Floating Text creation, a simple change of those 2 variables will affect the Floating Text function.
That's why I said, perhaps, it's too late for that to change, you
have to repeat the work 40 times. A map maker can't be lazy, truth be told.
And also;
Besides, there are some of them that change during gameplay
A "thing" that changes (not constant) is called as
Variable, this is where it comes in handy of using Variable.
So if you want to change it during gameplay, you
must save it in a variable. Else, the system can't interpret which data you are referring to (unless it's Last Created Floating Text) but that is limited to 1 reference at a time.