Local Player & Floating Text

Komaqtion

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Well, you can not create them dynamically for each player, but try to use a local "If" block and hide it for all players, and in the "If", show it to the local player :D
 

SwedishChef

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Basically I have two teams and want to display different text for both. So like this?

Pick all players
If on team 1
then if player = local player
create Floating text
else do nothing
?
 

Komaqtion

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No, as I said you can't create texttags (Floating Texts) for players, locally, you can (Probably) only modify either the text that shows, or completely hide/show them locally...

Wait a sec, and I'll put an example together :D

EDIT: Wait a minute, the "Show/Hide" floating text actions will let you show/hide it for certain players XD
Trigger:
  • TextTag Locally
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempPoint = (Center of (Playable map area))
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Floating Text - Create floating text that reads Hello guys ! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin :D" loading="lazy" data-shortname=":D" /> at TempPoint with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Hide (Last created floating text) for (All players)
          • Floating Text - Show (Last created floating text) for (Player group((Picked player)))
      • Custom script: call RemoveLocation(udg_TempPoint)


No need for any local player stuff :p
(Though there are some of it in the BJ's those actions use :p (Jass stuff here ;))
 

SwedishChef

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Think I understand. Will also make an example :).

Anyway this is what I used for sounds:

Trigger:
  • Sound Trigger
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in Team[1] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Local player) Equal to (Picked player)
            • Then - Actions
              • Sound - Play HeroicVictory &lt;gen&gt;
            • Else - Actions


E: A nice will use that. Thanks! Will you checl the sound trigger for me please so it wont crash the game. :)
 

Komaqtion

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Well, now that I'm not certain if it works (Have you tested it online ?) (If so, does it work ? :eek:)...

Just to be one the safe side, I'd do something like this:
Trigger:
  • Sounds Locally
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Set TempSound = No sound
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked player) is in (All allies of Player 1 (Red))) Equal to True
            • Then - Actions
              • Set TempSound = HeroicVictory &lt;gen&gt;
            • Else - Actions
          • Sound - Play TempSound


I'd believe that'd be better :S
 

SwedishChef

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Yeah ofc...I am overthinking no need for local this time either xD. Thanks again.

E: Hah kan inte ge dig rep :p.
 

Komaqtion

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Oh XD
Sorry, I meant for it to look like this:
Trigger:
  • Sounds Locally
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Set TempSound = No sound
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked player) is in (All allies of Player 1 (Red))) Equal to True
            • Then - Actions
              • Custom script: if GetEnumPlayer() == GetLocalPlayer() then
              • Set TempSound = HeroicVictory &lt;gen&gt;
              • Custom script: endif
            • Else - Actions
          • Sound - Play TempSound


Because you always need to use local player to do stuff for a single player...
 

SwedishChef

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Okey so sounds can't be played for just one team or player without local? (Underthought on last post after all).

E: Ehm nope haven't tested in game.
 

PurgeandFire

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Well, you can not create them dynamically for each player, but try to use a local "If" block and hide it for all players, and in the "If", show it to the local player :D

You can create texttags locally for players. They are one of the special kinds of handles. :D They are allocated with an id < 0x100000, among a few others like ubersplats.

If they are allocated with an id > 0x100000 (eg: sounds, units, etc.), then it will desync when creating it locally. :thup:

EDIT: @SwedishChef: Yep, you must use local stuff.
 

SwedishChef

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You can create texttags locally for players. They are one of the special kinds of handles. :D They are allocated with an id < 0x100000, among a few others like ubersplats.

If they are allocated with an id > 0x100000 (eg: sounds, units, etc.), then it will desync when creating it locally. :thup:

EDIT: @SwedishChef: Yep, you must use local stuff.

Okey the floating text could be fixed without local player with show/hide. Right? But can't I play sounds locally? Will Komaqtions trigger work for sounds without desync?
 

Accname

2D-Graphics enthusiast
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1,462
Take a look at my trigger then, which is EGUI. Will that work?

of course it will.

and for the floating texts, what Komaqtion posted in GUI does work to show the text only for a single player, however you would create several texts at once. by using local playe you can create only a single floating text and change its text localy.
 
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