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[General] Question about Floating Text and Dialogs

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Level 6
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Feb 10, 2011
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188
Actually I have figured out my original problem, Now I just have a question about floating text and placement.

Currently I am using regions with offsets to place several floating text, the first 5 that I place stay in the same spot and do not change.

the 6th and 7th text change after 5 seconds and then are removed after another 30
the 8th text i use as a counter, it is between the 6 and 7th text position wise. Now it all works fine when i text it on my computer and the text is in the right spot, when i use my other computer (older graphics card and smaller screen, also not widescreen) the 6 7 8 text are all squished together, any idea why this happens?

I am going to post screens shots in a few minutes to help you see what I mean.






Here are the 4 triggers that create, and countdown the text above
  • Create Floating Text
    • Events
      • Time - Elapsed game time is 0.10 seconds
    • Conditions
    • Actions
      • Floating Text - Create floating text that reads Risk Ages at ((Center of START <gen>) offset by (-570.00, 150.00)) with Z offset 0.00, using font size 16.00, color (70.00%, 100.00%, 40.00%), and 0.00% transparency
      • Set tempText1 = (Last created floating text)
      • Floating Text - Create floating text that reads was created by: at ((Center of START <gen>) offset by (-540.00, 100.00)) with Z offset 0.00, using font size 10.00, color (60.00%, 40.00%, 100.00%), and 0.00% transparency
      • Set tempText2 = (Last created floating text)
      • Floating Text - Create floating text that reads RiskYourUnits at ((Center of START <gen>) offset by (-510.00, 50.00)) with Z offset 0.00, using font size 12.00, color (30.00%, 75.00%, 69.00%), and 0.00% transparency
      • Set tempText3 = (Last created floating text)
      • Floating Text - Create floating text that reads Special Thanks to: at ((Center of START <gen>) offset by (-480.00, -35.00)) with Z offset 0.00, using font size 13.00, color (30.00%, 75.00%, 69.00%), and 0.00% transparency
      • Set tempText4 = (Last created floating text)
      • Floating Text - Create floating text that reads Priwin / Goble-R1sk... at ((Center of START <gen>) offset by (-450.00, -70.00)) with Z offset 0.00, using font size 11.00, color (0.00%, 100.00%, 85.00%), and 0.00% transparency
      • Set tempText5 = (Last created floating text)
      • Floating Text - Create floating text that reads |cffff0000Voting be... at ((Center of START <gen>) offset by (-600.00, -225.00)) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set tempText6 = (Last created floating text)
      • Floating Text - Create floating text that reads |cffff0000seconds!|... at ((Center of START <gen>) offset by (-120.00, -225.00)) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set tempText7 = (Last created floating text)
      • Floating Text - Create floating text that reads at ((Center of START <gen>) offset by (-120.00, -225.00)) with Z offset 0.00, using font size 1.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set tempText8 = (Last created floating text)
      • For each (Integer O) from 1 to 12, do (Actions)
        • Loop - Actions
          • Visibility - Create an initially Enabled visibility modifier for (Player(O)) emitting Visibility across START <gen>
          • Set tempVis = (Last created visibility modifier)
          • Camera - Set (Player(O))'s camera CAMERA_FIELD_TARGET_DISTANCE to 2000.00 over 0.00 seconds
          • Camera - Set (Player(O))'s camera Angle of attack to -90.00 over 0.00 seconds
          • Camera - Set the camera bounds for (Player(O)) to CAM BOUND <gen>
          • Camera - Shrink the camera bounds for (Player(O)) west by 150.00, east by 150.00, north by 150.00, and south by 150.00
      • Set VOTESECONDS = 5
      • Trigger - Turn on Start Countdown <gen>
  • Start Countdown
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Floating Text - Destroy tempText8
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • VOTESECONDS Greater than 0
        • Then - Actions
          • Floating Text - Create floating text that reads (|cffff0000 + ((String(VOTESECONDS)) + |r)) at ((Center of START <gen>) offset by (-170.00, -225.00)) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
          • Set VOTESECONDS = (VOTESECONDS - 1)
        • Else - Actions
          • Floating Text - Destroy tempText6
          • Floating Text - Destroy tempText7
          • Trigger - Turn off Start Countdown <gen>
          • Set VOTESECONDS = 30
          • Trigger - Run Create Mode Timer <gen> (checking conditions)
          • Custom script: call DestroyTrigger( GetTriggeringTrigger() )
  • Create Mode Timer
    • Events
    • Conditions
    • Actions
      • Floating Text - Create floating text that reads |cffff0000Voting en... at ((Center of START <gen>) offset by (-600.00, -225.00)) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set tempText6 = (Last created floating text)
      • Floating Text - Create floating text that reads |cffff0000seconds!|... at ((Center of START <gen>) offset by (-150.00, -225.00)) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set tempText7 = (Last created floating text)
      • Floating Text - Create floating text that reads at ((Center of START <gen>) offset by (-120.00, -225.00)) with Z offset 0.00, using font size 1.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set tempText8 = (Last created floating text)
      • Trigger - Turn on Vote Countdown <gen>
      • Trigger - Run Create Fog Vote <gen> (checking conditions)
      • Custom script: call DestroyTrigger( GetTriggeringTrigger() )
  • Vote Countdown
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Floating Text - Destroy tempText8
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • VOTESECONDS Greater than 0
        • Then - Actions
          • Floating Text - Create floating text that reads (|cffff0000 + ((String(VOTESECONDS)) + |r)) at ((Center of START <gen>) offset by (-225.00, -225.00)) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
          • Set VOTESECONDS = (VOTESECONDS - 1)
        • Else - Actions
          • Visibility - Destroy tempVis
          • For each (Integer O) from 1 to 12, do (Actions)
            • Loop - Actions
              • Camera - Set the camera bounds for (Player(O)) to (Initial camera bounds)
              • Camera - Set (Player(O))'s camera CAMERA_FIELD_TARGET_DISTANCE to 2900.00 over 0.00 seconds
              • Camera - Set (Player(O))'s camera Angle of attack to -60.00 over 0.00 seconds
          • Floating Text - Destroy tempText1
          • Floating Text - Destroy tempText2
          • Floating Text - Destroy tempText3
          • Floating Text - Destroy tempText4
          • Floating Text - Destroy tempText5
          • Floating Text - Destroy tempText6
          • Floating Text - Destroy tempText7
          • Trigger - Run Fog Mode <gen> (checking conditions)
          • Trigger - Turn off Vote Countdown <gen>
          • Custom script: call DestroyTrigger( GetTriggeringTrigger() )

I know this leaks heavily, I am just experimenting and trying to get everything to work right, before i clean up the triggers.
 
Last edited:
Level 6
Joined
Oct 1, 2012
Messages
166
I'm not particularly sure what you mean, but, as far as I'm concerned, there's no solution to your first problem. That is, because, as I believe, the game pauses when the Dialog shows up. I can't check it now, but If I remember correctly, it was always like so.
You could leave the Dialog idea behind and use dummy unit with dummy skills. It doesn't look that great, but you can write more things.
Also, I think you can change the Dialog's name every second, so that your timer would be there.

About the second question - I don't get it :D
Could you explain it a little bit clearer?
 
Level 6
Joined
Feb 10, 2011
Messages
188
I figured out my problem, i have edited OP to ask my new quesiton.
 
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