Colors ''mix'' up!

Crusher

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Reaction score
121
I have problems with setting Color for ordered player.

Trigger:
  • Initiate
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Color[1] = |c0000ffff
      • Set Color[2] = |cfffeba0e
      • Set Color[3] = |c00ffff00
      • Set Color[4] = |c00c0c0c0
      • Set Color[5] = |c0069ccfc
      • Set Color[6] = |c00008080


Does ''Set Color[1]'' get applied for first ''human'' player which is not controlled by a computer, or what? If yes, that means it will apply for ''Player 3 (Teal)'', right?

Then I have this trigger, which works fine.

Trigger:
  • Biranje Heroja
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • Hero[(Player number of (Owner of (Buying unit)))] Equal to No unit
    • Actions
      • Set Hero[(Player number of (Owner of (Buying unit)))] = (Sold unit


Then I have this one. I think it's important for you guys to help me.

Trigger:
  • Talking
    • Events
      • Player - Player 3 (Teal) types a chat message containing . as A substring
      • Player - Player 5 (Yellow) types a chat message containing . as A substring
      • Player - Player 6 (Orange) types a chat message containing . as A substring
      • Player - Player 9 (Gray) types a chat message containing . as A substring
      • Player - Player 10 (Light Blue) types a chat message containing . as A substring
      • Player - Player 11 (Dark Green) types a chat message containing . as A substring
    • Conditions
      • (Substring((Entered chat string), 1, 1)) Equal to .
    • Actions
      • Floating Text - Create floating text that reads (Color[(Player number of (Triggering player))] + ((Substring((Entered chat string), 2, 150)) + |r)) above Hero[(Player number of (Triggering player))] with Z offset 0.00, using font size 12.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Special Effect - Create a special effect attached to the overhead of Hero[(Player number of (Triggering player))] using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to (3.00 + (0.20 x (Real(((Length of (Entered chat string)) - 1))))) seconds
      • Floating Text - Change the fading age of (Last created floating text) to (1.50 + (0.10 x (Real(((Length of (Entered chat string)) - 1))))) seconds
      • Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90.00 degrees
      • Special Effect - Destroy (Last created special effect)
 

Komaqtion

You can change this now in User CP.
Reaction score
469
No, number 1 means Player 1 (Which is Player Red) So you should probably start the arrays from 3 and then 5,6,9,10,11 :D

Then I believe it should work :D
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Why not use the event as an exact match and not as a substring
 

LordXavier

TH.net Regular
Reaction score
16
your first step is when setting the value of Color is to make the index number (number in the brackets []) to the number of the player who's color it matches.
Trigger:
  • Set Color[1] = |cffff0000
    • ---|cffff0000 is a color code for red, the index number matches the player number of the color---
    • Set Color[10] = |cff7777aa
    • ---|cff7777aa is a color code for light blue, the index number matches the player number of the color---

if that doesn't work then I don't think I'm quite sure as to what you need help with
 

Crusher

You can change this now in User CP.
Reaction score
121
Trigger:
  • Initiate
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Color[3] = |c0000ffff
      • Set Color[5] = |cfffeba0e
      • Set Color[6] = |c00ffff00
      • Set Color[9] = |c00c0c0c0
      • Set Color[10] = |c0069ccfc
      • Set Color[11] = |c00008080


Everything else is just like in first post!
 

XxShadyxX

I abused the rep system.
Reaction score
81
Um, you need |cff before each....
and make them 1 -12
not where they jump around...
like this

Trigger:
  • Set Color[1] = |cff00ffff
    • Set Color[2] = |cfffeba0e
    • Set Color[3] = |cffffff00
    • Set Color[4] = |cffc0c0c0
    • Set Color[5] = |cff69ccfc
    • Set Color[6] = |cff008080
 

Kuberr24

Well-Known Member
Reaction score
28
|cff666666 is the same as |c00666666 and all other variants. The first two numbers have no relevant use in the game, only the last 6 digits determine the color. That is because the first 2 numbers set the opacity, but the game doesn't allow any opacity other then 100% so setting it to 00 or FF makes no difference.
 

XxShadyxX

I abused the rep system.
Reaction score
81
Well apperantly it is. Becuase I am using the same kind of thing in my map.
Hey Crusher I'm not trying to advertise my system. But go find my Easy Quest Making System and i have the whole list for every players color code.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
You dont but it only works in the object editor. When you make a spell name it will give you a window and you can select custom colour and it will automaticaly generate the colour code in the name
 
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