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
I know this leaks heavily, I am just experimenting and trying to get everything to work right, before i clean up the triggers.
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
-
Loop - Actions
- Set VOTESECONDS = 5
- Trigger - Turn on Start Countdown <gen>
-
Events
-
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() )
-
If - Conditions
-
Events
-
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
-
Loop - Actions
- 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() )
-
If - Conditions
-
Events
I know this leaks heavily, I am just experimenting and trying to get everything to work right, before i clean up the triggers.
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