It seems when ran in game, this little snippet only displays the text if the unit enters and isn't moving. When they don't stop moving, the floating text is never displayed.
I believe the problem is with the 'Region contains Unit' check. Does anybody have any suggestions on a work around or should I just make a separate identical trigger for each of the regions?
I believe the problem is with the 'Region contains Unit' check. Does anybody have any suggestions on a work around or should I just make a separate identical trigger for each of the regions?
Trigger:
- Shop Enter
- Events
- Unit - A unit enters Region 1 <gen>
- Unit - A unit enters Region 2 <gen>
- Unit - A unit enters Region 3 <gen>
- Unit - A unit enters Region 4 <gen>
- Unit - A unit enters Region 5 <gen>
- Conditions
- ((Triggering unit) is A Hero) Equal to True
- Actions
- For each (Integer A) from 1 to 5, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (The Regions[(Integer A)] contains (Triggering unit)) Equal to True
- Then - Actions
- Floating Text - Destroy Dialog_Holder[(Integer A)]
- Floating Text - Create floating text that reads (Greetings[(Random integer number between 1 and Number_Greetings)] + (, + (Name of (Owner of (Triggering unit))))) above Z_Units[(Integer A)] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
- Floating Text - Change the lifespan of (Last created floating text) to 8.00 seconds
- Floating Text - Change (Last created floating text): Disable permanence
- Set Dialog_Holder[(Integer A)] = (Last created floating text)
- Else - Actions
- Do nothing
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 5, do (Actions)
- Events