Moving floating text

Xan_Kriegor

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12
In my map I'm working on I want to have floating text for nametags on units (map-player defined, but not really relevant). I need it to be MUI (more than one nametagged unit per player, otherwise I'd use global variables) so I'm trying to use hashtables, but they're simply not working. The nametags get initialized just fine but they don't move at all. Here's my triggers for reference:
Trigger:
  • Nametag Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set tempUg = (Units in (Playable map area))
      • Unit Group - Pick every unit in tempUg and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Unit-type of (Picked unit)) Equal to [some custom units]
            • Then - Actions
            • Else - Actions
              • Floating Text - Create floating text that reads (Name of (Picked unit)) above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Hashtable - Save Handle Of(Last created floating text) as (Key name) of (Key (Picked unit)) in htNametag
      • Custom script: call DestroyGroup(udg_tempUg)
Trigger:
  • Nametag follow
    • Events
      • Time - Every 0.25 seconds of game time
    • Conditions
    • Actions
      • Set tempUg = (Units in (Playable map area))
      • Unit Group - Pick every unit in tempUg and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Unit-type of (Picked unit)) Equal to [some custom units]
            • Then - Actions
            • Else - Actions
              • Floating Text - Change the position of (Load (Key name) of (Key (Picked unit)) in htNametagIf the label is not found, this function returns NULL.) to (Position of (Triggering unit)) with Z offset 0.00
      • Custom script: call DestroyGroup(udg_tempUg)


Any idea why they wouldn't move?
 

GFreak45

I didnt slap you, i high 5'd your face.
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130
It should work if im not missing anything, but i would do this with Jass, this trigger will cause huge ammounts of lag in GUI because you are picking every unit in the game 4 times every second​
 

Xan_Kriegor

I can change this now in User CP.
Reaction score
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I'm not at all experienced with JASS so that's out the window, but it doesn't seem to be causing much lag from when I playtest the map. But yeah, it's not working for me so any new ideas on how to do it?
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Position of (Triggering Unit) is the wrong reference to use in the second trigger. You should use a temporary Point variable to refer to Position of (Picked unit) instead, then clear it within the loop.
 

Xan_Kriegor

I can change this now in User CP.
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Thanks for spotting that improper reference, but sadly it's still not working for some reason. Here's the new actions:
Trigger:
  • Else - Actions
    • Set temppos = ((Position of (Picked unit)) offset by (-50.00, -50.00))
    • Floating Text - Change the position of (Load (Key name) of (Key (Picked unit)) in htNametagIf the label is not found, this function returns NULL.) to temppos with Z offset 0.00
    • Custom script: call RemoveLocation(udg_temppos)
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
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This works for me.

Trigger:
  • Initalise Nametags
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempUnitGroup = (Units in (Playable map area))
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Position of (Picked unit))
          • Set TempPoint2 = (TempPoint offset by (-50.00, -50.00))
          • Floating Text - Create floating text that reads (Name of (Picked unit)) at TempPoint2 with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Enable permanence
          • Hashtable - Save Handle Of(Last created floating text) as (Key Nametag) of (Key (Picked unit)) in Hashtable
          • Custom script: call RemoveLocation (udg_TempPoint)
          • Custom script: call RemoveLocation (udg_TempPoint2)
      • Custom script: call DestroyGroup (udg_TempUnitGroup)

Trigger:
  • Move Nametags
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set TempUnitGroup = (Units in (Playable map area))
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Position of (Picked unit))
          • Set TempPoint2 = (TempPoint offset by (-50.00, -50.00))
          • Floating Text - Change the position of (Load (Key Name) of (Key (Picked unit)) in Hashtable) to TempPoint2 with Z offset 0.00
          • Custom script: call RemoveLocation (udg_TempPoint2)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • Custom script: call DestroyGroup (udg_TempUnitGroup)
 

Xan_Kriegor

I can change this now in User CP.
Reaction score
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Grr. I just put that into a blank map and it worked as well, so I guess my map is slightly corrupted or something. I'm curious though, why use TempPoint2 when you can do it with TempPoint?
 

Xan_Kriegor

I can change this now in User CP.
Reaction score
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I just copy/pasted the trigger from the blank map and it totally works, so not sure what was wrong initially. Thanks a ton for the help! Now how do I give rep with this UI? :p
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
by "liking" their post, link on the bottom right of each post
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
TempPoint2 exists because you're using two points - Position of (Picked unit) and Position of (Picked unit) offset by -50.00,-50.00. Both points will leak if you don't clear them, and you want to be able to reference both at the same time.
 
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