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Simple GUI help

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Here is everything. From colors for text to making damage show up to disabling damage show for some players. This is created by namm and real128
  • color set
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Color[1] = |cffFF0202
      • Set Color[2] = |cff0041FF
      • Set Color[3] = |cff1BE6B8
      • Set Color[4] = |cff530080
      • Set Color[5] = |cffFFCC00
      • Set Color[6] = |cffFE890D
      • Set Color[7] = |cff1FBF00
      • Set Color[8] = |cffE55AAF
      • Set Color[9] = |cff949596
      • Set Color[10] = |cff7DBEF1
      • Set Color[11] = |cff0F6145
      • Set Color[12] = |cff995500.
  • Create Floating Text
    • Events
    • Conditions
    • Actions
      • Set Floating_txt_Count = (Floating_txt_Count + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacked unit) belongs to an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Floating Text - Create floating text that reads (Color[(Player number of (Owner of (Damage source)))] + ((String((Integer((Damage taken))))) + |r)) above (Attacked unit) with Z offset 5.00, using font size 12.00, color (0.00%, 0.00%, 0.00%), and 0.00% transparency
          • Set LastCreatedText[Floating_txt_Count] = (Last created floating text)
          • Floating Text - Hide LastCreatedText[Floating_txt_Count] for (All players matching (show_text[(Player number of (Owner of (Matching unit)))] Equal to False))
          • Floating Text - Set the velocity of LastCreatedText[Floating_txt_Count] to 100.00 towards ((Facing of (Damage source)) + 0.00) degrees
          • Floating Text - Change LastCreatedText[Floating_txt_Count]: Disable permanence
          • Floating Text - Change the lifespan of LastCreatedText[Floating_txt_Count] to 1.60 seconds
          • Floating Text - Change the fading age of LastCreatedText[Floating_txt_Count] to 0.00 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacked unit) belongs to an ally of Neutral Hostile) Equal to True
        • Then - Actions
          • Floating Text - Create floating text that reads (Color[(Player number of (Owner of (Damage source)))] + ((String((Integer((Damage taken))))) + |r)) above (Attacked unit) with Z offset 5.00, using font size 12.00, color (0.00%, 0.00%, 0.00%), and 0.00% transparency
          • Set LastCreatedText[Floating_txt_Count] = (Last created floating text)
          • Floating Text - Hide LastCreatedText[Floating_txt_Count] for (All players matching (show_text[(Player number of (Owner of (Matching unit)))] Equal to False))
          • Floating Text - Set the velocity of LastCreatedText[Floating_txt_Count] to 100.00 towards ((Facing of (Damage source)) + 0.00) degrees
          • Floating Text - Change LastCreatedText[Floating_txt_Count]: Disable permanence
          • Floating Text - Change the lifespan of LastCreatedText[Floating_txt_Count] to 1.60 seconds
          • Floating Text - Change the fading age of LastCreatedText[Floating_txt_Count] to 0.00 seconds
        • Else - Actions
  • Detect Units On
    • Events
      • Player - Player 1 (Red) types a chat message containing -dmg txt as An exact match
      • Player - Player 2 (Blue) types a chat message containing -dmg txt as An exact match
      • Player - Player 3 (Teal) types a chat message containing -dmg txt as An exact match
      • Player - Player 4 (Purple) types a chat message containing -dmg txt as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • show_text[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • Set show_text[(Player number of (Triggering player))] = False
          • Game - Display to (Player group((Triggering player))) the text: Damage Text has bee...
        • Else - Actions
          • Set show_text[(Player number of (Triggering player))] = True
          • Game - Display to (Player group((Triggering player))) the text: Damage Text has bee...
  • Update
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set TextDamage = (Units in (Playable map area))
      • Unit Group - Pick every unit in TextDamage and do (Trigger - Add to Create Floating Text <gen> the event (Unit - (Picked unit) Takes damage))
      • Custom script: call DestroyGroup(udg_TextDamage)
For simple text u need just two triggers: one main for text show and other with loop event for picking unit and doing this actioin
  • Unit Group - Pick every unit in TextDamage and do (Trigger - Add to Create Floating Text <gen> the event (Unit - (Picked unit) Takes damage))
 
Level 4
Joined
Aug 5, 2011
Messages
99
either use the damage engine or use something like this...
event: unit - unit enters playable map area
action: add to another_trigger the event (triggering unit) takes damage

for second trigger....
event: (empty)
action
create floating text above triggering unit
 
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