Show Damage(Bugged)
Im am not very familiar with those kind of leaks, since this trigger must be multi-instancble!!!
This trigger lag as hell & miss damage on certain hero some time!!!
since trigger is already made could some1 help me to optimize it ??
edit i Re edited trigger is there any way to improve it more?
Im am not very familiar with those kind of leaks, since this trigger must be multi-instancble!!!
This trigger lag as hell & miss damage on certain hero some time!!!
since trigger is already made could some1 help me to optimize it ??
edit i Re edited trigger is there any way to improve it more?
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Initialization
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Events
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Map initialization
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Conditions
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Actions
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Set TempGroup = (Units in (Entire map))
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Unit Group - Pick every unit in TempGroup and do (Actions)
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Loop - Actions
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Trigger - Add to Execute <gen> the event (Unit - (Picked unit) Takes damage)
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Custom script: call DestroyGroup(udg_TempGroup)
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New Units
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Events
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Unit - A unit enters (Entire map)
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Conditions
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Actions
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Trigger - Add to Execute <gen> the event (Unit - (Entering unit) Takes damage)
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Execute
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Events
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Conditions
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Actions
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Set DamageString = (String((Integer((Damage taken)))))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Life of (Triggering unit)) Greater than 0.00
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Then - Actions
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Floating Text - Create floating text that reads DamageString above (Triggering unit) 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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Else - Actions
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Set the velocity of (Last created floating text) to 256.00 towards 90.00 degrees
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Floating Text - Change the fading age of (Last created floating text) to 0.80 seconds
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Floating Text - Change the lifespan of (Last created floating text) to 1.20 seconds
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