Display Damage Dealt

Charapanga

New Member
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46
How do i display the damage dealt using floating text over units taking damage, for damage taken from both spells and atacks?
 

Pharaoh_

The epic journey will soon begin... Prepare!
Reaction score
136
Code:
Events
 UnitX takes damage
Conditions
Actions
 Floating Text - Create floating text above unit that reads (String((Damage Taken))) above unit, blah blah.
 

Pharaoh_

The epic journey will soon begin... Prepare!
Reaction score
136
Since, i am not 100% sure, you can search for a damage detection trigger in GUI, which is used too much in RPG's. They will have it somewhere. Or wait for someone who knows.
 

Oninuva

You can change this now in User CP.
Reaction score
221
Generic Unit event - Unit Takes Damage

Action: Floating Text (create floating text above position of triggering unit that reads (string(damage taken).. etc.
 

Charapanga

New Member
Reaction score
46
Ok, i made a custom one, works great exept, it shows 0! for when my Hero Atacks

Triggers are:
Code:
DamageShow1
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Set AllUnits = (Units in (Playable map area))
        Unit Group - Pick every unit in AllUnits and do (Actions)
            Loop - Actions
                Trigger - Add to DamageShow3 <gen> the event (Unit - (Picked unit) Is attacked)
        Custom script:   call DestroyGroup(udg_AllUnits)
        Custom script:   call DestroyTrigger(GetTriggeringTrigger())
Code:
DamageShow2
    Events
        Unit - A unit enters (Playable map area)
    Conditions
    Actions
        Trigger - Add to DamageShow3 <gen> the event (Unit - (Entering unit) Takes damage)
Code:
DamageShow3
    Events
    Conditions
    Actions
        Set FloatingTextPoint = (Position of (Triggering unit))
        Floating Text - Create floating text that reads ((String((Integer((Damage taken))))) + !) at FloatingTextPoint with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
        Custom script:   call RemoveLocation(udg_FloatingTextPoint)

Help please?
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
Check out my demo map.
This map includes how to hide the text in fog.

How to Import:
- Copy the category: GenericUnitTakeDamage
- Make sure you have all the variables: UnitsEnterMap (unit group), TempUnit (unit), TempUnit2 (unit), TempReal (real), TempText (floating text), TempTextLoc (point), TempPlayer (player), TempForce (player group)

EDIT: a bit late.
@Charapanga, if you don't want it to show 0! you should check the damage taken if it is greater than or equal to 1, show the text, otherwise, do nothing.
 

Attachments

  • [Tutorial]GenericUnitTakeDamage.w3x
    15 KB · Views: 161

Samael88

Evil always finds a way
Reaction score
181
Can it be that there should be something in the lines of: Show last created floating text? I don't remember if there is one, but check it just in case:)
 

darkbeer

Beer is Good!
Reaction score
84
Problem:

Code:
        Unit Group - Pick every unit in AllUnits and do (Actions)
            Loop - Actions
                Trigger - Add to DamageShow3 <gen> the event (Unit - (Picked unit) Is attacked)

chagne to:

Code:
        Unit Group - Pick every unit in AllUnits and do (Actions)
            Loop - Actions
                Trigger - Add to DamageShow3 <gen> the event (Unit - (Picked unit) Takes damage)

Edit: @ samael88 ofc it should be inside the loop, stupid copying mistake .... just meant to change the event look closely !
 

Samael88

Evil always finds a way
Reaction score
181
Problem:

Code:
        Unit Group - Pick every unit in AllUnits and do (Actions)
            Loop - Actions
                Trigger - Add to DamageShow3 <gen> the event (Unit - (Picked unit) Is attacked)

chagne to:

Code:
        Unit Group - Pick every unit in AllUnits and do (Actions)
            Loop - Actions
        Trigger - Add to DamageShow3 <gen> the event (Unit - (Picked unit) Takes damage)

Have you been smoking something?
Why move the event-making-thingy to the outside of the loop?:nuts:
That would only make the "picked unit" useless and not insert a single unit into the event:eek:
 

tobbygnome

New Member
Reaction score
2
THE EASIEST WAY TO DO THIS, is in this here efficient code from my unfinished RPG map.

Show Damages
Events
Unit - A unit Is attacked
Conditions
(Integer((Damage taken))) Greater than 0
Actions
Floating Text - Create floating text that reads ((String((Integer((Damage taken))))) + !) at (Position of (Triggering unit)) with Z offset 0.00, using font size 12.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds

Here it can be seen in action:
dmgdealtwm2.jpg


Parametres can be changed on the code to change the text.
For example: the color (100.00%, 0.00%, 0.00%), which is red can be changed to (0.00%, 100.00%, 0.00%), which i believe is FULL Green.
also the little 'and 0.00% transparency' is quite obviously the transparency percentage, see through %.

Enjoy!
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
Code:
Show Damages
    Events
        Unit - A unit Is attacked
    Conditions
        (Integer((Damage taken))) Greater than 0
    Actions
        [B]Set Temploc = Position of (Triggering unit)[/B]
        Floating Text - Create floating text that reads ((String((Integer((Damage taken))))) + !) at [B]Temploc[/B] with Z offset 0.00, using font size 12.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
        [B]Custom Script: call RemoveLocation(udg_Temploc)[/B]

Position of (Triggering unit) leaks...
 

tobbygnome

New Member
Reaction score
2
o rly? ok then make sure you tell them to make a -Point- variable with no value. then set loc or watever variable you call it to 'Position of (Triggering unit)' where Renendaru has. Then you should be fine
 
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