Floating Text and Special Effect Removal

K

Kuroikaze

Guest
is there a way to make my map check every 10 seconds or so for special effects of floating text and destroy them?

I have some trigger based abilities that utilize floating text and special effects, and if they get used too quickly by multiple players, then I get leftover effects and text.
 
For special effects, try setting the model on a unit that you arent using, select it in terrain editor and turn on the 'Previewer', now check its stand time etc... if if it has an animation time they should disappear by themselves after a certain amount of time, but for some (Like weapon models) they wont go away and you will need to remove them your way. Checking every 10 seconds is no good because you will probrably use 'Last Created Special Effect' which might miss some, or if u cast right before then would look terrible. Try making a special effect array (If you dont know jass) for each spell that needs it (Checking with the model preview) then set the array to the player number (Unless theres only 1 of that spell per player, like 2 people cant have the same hero it doesnt need to be array).

Ok for floating text, make 3 extra actions like so... and put them after the create floating text action (Off the top of my head)
Code:
Actions:
Floating Text - Set fade time to 2 seconds for (Last created floating text)
Floating Text - Set lifespan of (Last created floating text) to 3 seconds
Floating Text - Set permanent status of (Last created floating text) to off
 
the problem with "last created floating text" is if the trigger goes off several times at the same time, the triggers overlap, and you get leftover garbage.

I was guessing I'd have to do it in JASS, but I don't know the first thing about JASS.

Could someone share some custom script code that I could use in World Edit?
 
> the problem with "last created floating text" is if the trigger goes off several times at the same time, the triggers overlap, and you get leftover garbage.

Do you have any "wait"s in your trigger?
Otherwise that shouldn't be the problem.
 
I thought triggers didnt start at the same time, someone said like 26 per second or something I dunno... Have u tried it the way I did anyways? (I had it show the damage from flamestrike above any effected unit <Only hit once: Edited version of fs>, but it worked fine and went away too...)
 
Well the only thing stopping the floating text removal on several creations would be waits in between...

Create floating text
Set lifespan 3
Set fadepoint 2
Set permanent state OFF
Wait .5 seconds
<Your actions>

Something like that anyways, just dont put anything silly like a wait .01 seconds between lifespan and fadepoint :p
 
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