How do you display food used?!?!

  • Thread starter Thread starter WantlessPowe
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WantlessPowe

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I'm trying to display a text message the amount of food used by a player
and theres no function to do it
 
I don't have WE right now, but you need something like these:

You need to use

'Game - Display Message'

Your first string should be the message that comes before the amount of food. (e.g Your current food: )

Then for the second string, use 'Convert integer to string'

Then look for player properties then try to find current food used (or something similar, I can't remember the exact words)
 
thats the thing i didnt see anything related to food usage at all
not when converting from a real or from an integer
 
This the best I could do.

event- unit finishes finishes training a unit.
con- none
action- text message explicity timed "so much food was used."

You may have to do allot of triggering for this. But there is food bar to tell the player already.
 
Code:
Untitled Trigger 001
    Events
        Player - Player 1 (Red) types a chat message containing -Food of Player 2 as An exact match
    Conditions
    Actions
        Floating Text - Create floating text that reads (Food of player 2 is + (String((Player 2 (Blue) Food used)))) at (Target of current camera view) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency

I know floating text isnt exactly what you want but hopefully you know the way to make the text message you want (i know you can make cinematic type messages in that little box and can make floating text, theres a way to display without the box though i dont know it).

EDIT: people stop beating me to posting... plz... well thanks for Game-Text Message i never knew it was there, and heres the action.
 
ok i found it
now it doesnt display
Trigger:
Code:
Debug
    Events
        Player - Player 12 (Brown)'s Food used becomes Less than 1000.00
    Conditions
    Actions
        Game - Display to (All players) the text: (String((Player 12 (Brown) Food used)))
 
Player - Player 1 (Red)'s Food used becomes Less than 1000.00

O_O 1000 food?

try something else that can happen, you can't go over 300 self-trained units' worth of food.
 
Wouldn't it say red has whatever food used when the game starts. Also, wouldn't this need to keep happening until the end of the game or till red loses/wins?
 
woops thats actually supposed to be Player 12 (Brown)

what would you suggest a good event would be?
 
AceHart said:
It's an event. Means it waits until something happens. Once done, it keeps waiting for the next event.
Yes, but in a melee game, or games you build units you usally start with a builder. So the build would count as used food. Unless the builders in the map don't use up food.
 
> You usally start with a builder. So the build would count as used food.

Yes. But, if the unit is already on the map, or if it is created during map initialization,
there is no actual change anymore once the "food" trigger becomes active.
So, it won't show or do anything until there is, you guessed it, an actual event.
 
so does the create function add to food just as long as the event isnt map init?
 
AceHart said:
So, it won't show or do anything until there is, you guessed it, an actual event.
Ah, thanks for making that clear AceHart.
 
> so does the create function add to food just as long as the event isnt map init?

"Map initialization" runs before any other events.
So, yes, if, for example, you use "elapsed game time is 0.5 seconds"...

Or, use "Trigger - Run (ignoring conditions)" once everything is set up.
 
For events you could try "Unit - A unit enters (Playable map area)" or "Unit - A unit Finishes training a unit".
 
the Lumpy said:
For events you could try "Unit - A unit enters (Playable map area)" or "Unit - A unit Finishes training a unit".
Does that work with the create unit function? if it does, that would probably be enough for this.
 
"Unit - A unit enters (Playable map area)" - Works whenever a unit enters the map, creating units with triggers, training, selling etc will trigger this event.
"Unit - A unit Finishes training a unit" - Fires whenever a unit is trained, if you sell units then it will not fire (Only when trained from a barracks etc.)

The best event would be a periodic time that shows the text for say 2 seconds, then the time should be displayed for say 1 second (Give it a second to fade away)
 
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