Combat System

Leazy

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Hello!

Edit: I fixed the combat system, however I'm still having problems with a floating text thing. To easily create floating texts I do this when I need them:

Code:
Set FloatingText_Text = |cff00FF00Leaving Combat...|r
Set FloatingText_PlayerDisplay[1] = (Owner of (Picked unit))
Set FloatingText_Point = (Position of (Picked unit))
Trigger - Run Regular Floating Text <gen> (checking conditions)

This is the Regular Floating Text trigger:
Code:
Regular Floating Text
    Events
    Conditions
    Actions
        Floating Text - Create floating text that reads FloatingText_Message at FloatingText_Point with Z offset 0.00, using font size 9.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
        Floating Text - Change the fading age of (Last created floating text) to 0.75 seconds
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                FloatingText_ShowToAllPlayers Equal to False
            Then - Actions
                Floating Text - Hide (Last created floating text) for (All players)
                For each (Integer A) from 1 to 10, do (Floating Text - Show (Last created floating text) for (Player group(FloatingText_PlayerDisplay[(Integer A)])))
            Else - Actions
        Custom script:   call RemoveLocation(udg_FloatingText_Point)
        Set FloatingText_ShowToAllPlayers = False

Problem is that no floating text is showed to the player I want to show it. What could be wrong?
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
Hello!

Edit: I fixed the combat system, however I'm still having problems with a floating text thing. To easily create floating texts I do this when I need them:

Code:
Set FloatingText_Text = |cff00FF00Leaving Combat...|r
Set FloatingText_PlayerDisplay[1] = (Owner of (Picked unit))
Set FloatingText_Point = (Position of (Picked unit))
Trigger - Run Regular Floating Text <gen> (checking conditions)

This is the Regular Floating Text trigger:
Code:
Regular Floating Text
    Events
    Conditions
    Actions
        Floating Text - Create floating text that reads FloatingText_Message at FloatingText_Point with Z offset 0.00, using font size 9.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
        Floating Text - Change the fading age of (Last created floating text) to 0.75 seconds
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                FloatingText_ShowToAllPlayers Equal to False
            Then - Actions
                Floating Text - Hide (Last created floating text) for (All players)
                For each (Integer A) from 1 to 10, do (Floating Text - Show (Last created floating text) for (Player group(FloatingText_PlayerDisplay[(Integer A)])))
            Else - Actions
        Custom script:   call RemoveLocation(udg_FloatingText_Point)
        Set FloatingText_ShowToAllPlayers = False

Problem is that no floating text is showed to the player I want to show it. What could be wrong?

were are
FloatingText_ShowToAllPlayers set?
show all triggers?
 

Leazy

You can change this now in User CP.
Reaction score
50
The point is that it's not set to true, so the text should only get displayed to the player that I have set. Show to all players is set to true when I want all players to see the floating text.
 

IsenhaRt

New Member
Reaction score
0
uhm..can you explain me your combat system? do you have a demo map? im in need of it for my RPG....tnx!:)
 

Leazy

You can change this now in User CP.
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50
I don't have a demo map, but I could give you the code:

Trigger:
  • Enter Combat
    • Events
    • Conditions
      • (Damage taken) Greater than 0.00
    • Actions
      • -------- Floating Text Displaying: Entering Combat (Display to Damage Target) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CombatCount[(Player number of (Owner of (Triggering unit)))] Equal to 0
        • Then - Actions
          • Set UnitGroup[1] = (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True))
          • Unit Group - Pick every unit in UnitGroup[1] and do (Actions)
            • Loop - Actions
              • Set FloatingText_Text = |cffFF0000Entering Combat|r
              • Set FloatingText_PlayerDisplay[1] = (Owner of (Picked unit))
              • Set FloatingText_Point = (Position of (Picked unit))
              • Trigger - Run Regular Floating Text &lt;gen&gt; (checking conditions)
          • Custom script: call DestroyGroup (udg_UnitGroup[1])
        • Else - Actions
      • -------- Floating Text Displaying: Entering Combat (Display to Damage Source) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CombatCount[(Player number of (Owner of (Damage source)))] Equal to 0
        • Then - Actions
          • Set UnitGroup[1] = (Units owned by (Owner of (Damage source)) matching (((Matching unit) is A Hero) Equal to True))
          • Unit Group - Pick every unit in UnitGroup[1] and do (Actions)
            • Loop - Actions
              • Set FloatingText_Text = |cffFF0000Entering Combat|r
              • Set FloatingText_PlayerDisplay[1] = (Owner of (Picked unit))
              • Set FloatingText_Point = (Position of (Picked unit))
              • Trigger - Run Regular Floating Text &lt;gen&gt; (checking conditions)
          • Custom script: call DestroyGroup (udg_UnitGroup[1])
        • Else - Actions
      • -------- Enter Combat --------
      • Set Integer[1] = 7
      • Set CombatCount[(Player number of (Owner of (Triggering unit)))] = Integer[1]
      • Set CombatCount[(Player number of (Owner of (Damage source)))] = Integer[1]
      • -------- Remove &#039;&#039;Out of Combat&#039;&#039; --------
      • Set UnitGroup[1] = (Units owned by (Owner of (Triggering unit)) of type Out of Combat)
      • Set UnitGroup[2] = (Units owned by (Owner of (Damage source)) of type Out of Combat)
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in UnitGroup[(Integer A)] and do (Unit - Remove (Picked unit) from the game)
          • Custom script: call DestroyGroup (udg_UnitGroup[GetForLoopIndexA()])


Trigger:
  • Leave Combat
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • CombatCount[(Integer A)] Greater than 0
            • Then - Actions
              • Set CombatCount[(Integer A)] = (CombatCount[(Integer A)] - 1)
              • -------- Leave Combat --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CombatCount[(Integer A)] Equal to 0
                • Then - Actions
                  • Set Point[1] = (Center of (Playable map area))
                  • Set UnitGroup[1] = (Units owned by (Player((Integer A))) matching (((Matching unit) is A Hero) Equal to True))
                  • Unit Group - Pick every unit in UnitGroup[1] and do (Actions)
                    • Loop - Actions
                      • Set FloatingText_Text = |cff00FF00Leaving Combat...|r
                      • Set FloatingText_PlayerDisplay[1] = (Owner of (Picked unit))
                      • Set FloatingText_Point = (Position of (Picked unit))
                      • Trigger - Run Regular Floating Text &lt;gen&gt; (checking conditions)
                  • Set InCombat[(Integer A)] = False
                  • -------- Create &#039;&#039;Out of Combat&#039;&#039; --------
                  • Unit - Create 1 Out of Combat for (Player((Integer A))) at Point[1] facing Default building facing degrees
                  • Custom script: call RemoveLocation (udg_Point[1])
                  • Custom script: call DestroyGroup (udg_UnitGroup[1])
                • Else - Actions
                  • Set InCombat[(Integer A)] = True
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in (Units owned by (Player((Integer A))) of type Out of Combat)) Equal to 0
                • Then - Actions
                  • Set Point[1] = (Center of (Playable map area))
                  • Unit - Create 1 Out of Combat for (Player((Integer A))) at Point[1] facing Default building facing degrees
                  • Custom script: call RemoveLocation (udg_Point[1])
                • Else - Actions
 

Manix

Well-Known Member
Reaction score
29
Hello!

Edit: I fixed the combat system, however I'm still having problems with a floating text thing. To easily create floating texts I do this when I need them:

Code:
Set FloatingText_Text = |cff00FF00Leaving Combat...|r
Set FloatingText_PlayerDisplay[1] = (Owner of (Picked unit))
Set FloatingText_Point = (Position of (Picked unit))
Trigger - Run Regular Floating Text <gen> (checking conditions)

This is the Regular Floating Text trigger:
Code:
Regular Floating Text
    Events
    Conditions
    Actions
        Floating Text - Create floating text that reads FloatingText_Message at FloatingText_Point with Z offset 0.00, using font size 9.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
        Floating Text - Change the fading age of (Last created floating text) to 0.75 seconds
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                FloatingText_ShowToAllPlayers Equal to False
            Then - Actions
                Floating Text - Hide (Last created floating text) for (All players)
                For each (Integer A) from 1 to 10, do (Floating Text - Show (Last created floating text) for (Player group(FloatingText_PlayerDisplay[(Integer A)])))
            Else - Actions
        Custom script:   call RemoveLocation(udg_FloatingText_Point)
        Set FloatingText_ShowToAllPlayers = False

Problem is that no floating text is showed to the player I want to show it. What could be wrong?

I don't know if that's it but this isn't the same thing:

Set FloatingText_Text = |cff00FF00Leaving Combat...|r
Floating Text - Create floating text that reads FloatingText_Message

And I can't understand this:

For each (Integer A) from 1 to 10, do (Floating Text - Show (Last created floating text) for (Player group(FloatingText_PlayerDisplay[(Integer A)])))

You're only setting FloatingText_PlayerDisplay[1]

Set FloatingText_PlayerDisplay[1] = (Owner of (Picked unit))
 

Leazy

You can change this now in User CP.
Reaction score
50
Owe, crap. It was all a small mistake =\ I mixed the variables together, well, thanks for the help & +rep. The reason for this line:

Code:
For each (Integer A) from 1 to 10, do (Floating Text - Show (Last created floating text) for (Player group(FloatingText_PlayerDisplay[(Integer A)])))

Is that sometimes I set display players to more than just one, and I don't want them to still be as display players in the next text.
 
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