Warcraft III resources & community, 2003–2006 · archived

Help! Damage text overhead

14 posts
#1

Help! Damage text overhead

Im trying to have it display the damage done to/by you over the damaging units head, but i dont want to use a floating text. I have seen this work in the FFForever map and was trying to put it in my map. I want it to be, for example, like the spell Transmute, where it turns the target into gold, it displays the ammount of gold you recive in yellow text over the targets head (EX: +43), please help me :!: :!: :!:
#2
You'll have to do that with floating text, if u do it like I do, u'll get almost excatly the same as the critical strike floating text etc.

Floating Text - Create floating text that reads 30 above 'unit' with Z offset 0.00, using font size 10.00, color (...%, ...%, ...%), and ...% transparency
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Wait 0.50 seconds
Floating Text - Destroy (Last created floating text)
#3
If you want this event to be multi-instanceable, you have to do some more scripting, because (Last created floating text) will be overwritten, and Floating text - Destroy (Last created floating text) will refer to incorrect floating text.
#4
If u want it multiinstancible, use JASS or make a variable (array) and for every player with that spell another number. If u want to have alot units per player have the floating text stuff, u probably need JASS
#5
I wouldn't take my changes using that trigger without JASS. If it happens twice before the 0.5 second timer, one text will get stuck in space.
#6
NOTE: he wanted to do it without floating texts...

well, i suggest giving the units an ability based on "critical strike" with no (or if that doesnt work only 1 point extra damage) and multiplier 1x with a chance of 100% to deal critical strikes. then it will always show the damage dealt without changing the amount of it.
and maybe you have to delete the field 'animation name' or something like so to make sure the unit doesnt use his slam animation all the time.

i think that could help you.... :?
#7
I've done the damage thing in my map, however it was limited to two specific units. With JASS, no complex sctipting though.
#8
I'm sure one of the latest patches added a timer for floating text.
#9
Sunny_DNOTE: he wanted to do it without floating texts...

well, i suggest giving the units an ability based on "critical strike" with no (or if that doesnt work only 1 point extra damage) and multiplier 1x with a chance of 100% to deal critical strikes. then it will always show the damage dealt without changing the amount of it.
and maybe you have to delete the field 'animation name' or something like so to make sure the unit doesnt use his slam animation all the time.

i think that could help you.... :?


The Critical strike text IS floating text, and with my way u make it look like Critical strike text... (u can even choose ye own colour :P)
#10
ye sure you are right, but i thought that making a custom spell from critical would cause much less laggs on b.net because you dont need extra triggers for that. :wink:
#11
Yes, thats true...
KaOtIx, u should only use my trigger way if u want to change the colour of the text.
#12

Text Tag?

I got a PM saying i should use a text tag.. could someone tell me what this is?
#13
Never heard of 'tags' Just use Sunny_D's or my way
#14
texttag = Floating text