For a reason I can't explain, they show up if the camera is on their location when they are created.
So when i pan the camera on every point before creating the floating text, the 22 floating texts i wanted to appear stay on the map.
I have to put at least a 0.01 second wait between each camera...
There aren't much of them (like 15) and i've only put 4 more floating text on the whole map.
So if ever there is a limit, it shouldn't apply here.
Thank you for the leak, though i already knew that, but i tried to keep the points to see if that would show the texts or w/e.
Hi there,
Only a few (obiously randomly) of those floating texts show up. I mean there are some Income Management without floating text over it. Why?
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Set TempGroup = (Units of type Income Management)...
In GUI, i think he can't do this. You have to use GetLocalPlayer() in a custom script, but i don't know much about JASS.
It would be something like if (YourPlayer == GetLocalPlayer()) then play music.
That is an event. The unit that finishes training another unit is the triggering unit (what means the unit that triggers this trigger). The trained unit is called "trained unit".
You can add conditions about the triggering unit or the trained unit, if you need to.
You said it takes another 5 seconds to channel: doesn't that mean your unit is just doing what you told it to do: to cast a spell?
The channeling has been interrupted but as your unit's current order is to cast this, then your unit restarts to cast the ability.
Another example is if you order...
The leap skill may teleport the unit over a pathing blocker.
You can also try to make 4 rects for your TavernRegion borders and when a unit gets into it, then move it instantly in a range of 200 out of the rect (or what range you want)
Or you can add
Unit - Set Rally-Point for (Constructed structure) to YourLocation
to this trigger:
BuildingFinished
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to YourBuilding
Actions
Unit - Set...
You Run Movie[A] before u store Interger2, try to store it before you run the movie.
Are you sure your if's conditions are true?
You can also use your Integer2 as the looping variable, and then you can put your wait into the loop as u wanted to do.
There you go:
BuildingFinished
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to YourStructure
Actions
Unit - Order (Constructed structure) to train/upgrade to a YourUnit
AutoTrain
Events
Unit -...
Lol sorry i read your post before posting and i forgot to correct this (food cap). But still, my trigger solves the problem the simplest way for him, though yours adds a timer what is better.
It has changed at 15:10, but the condition was right at 0.20 when the second launch has fired, u should try to put that condition into a if that you would check in first:
Create Units
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Wait 15.00...