| 02-23-2004, 04:12 AM | #1 |
How do I display Floating Text to 1 player only? I've been trying everything - agh! |
| 02-23-2004, 04:20 AM | #2 |
hide it for all players, then show it for the player you want it to be displayed to... |
| 02-23-2004, 04:32 AM | #3 |
uhhh, you guys were no help... That JASS code was no help. That's to show it to a force... And I'd rather not put every player on a seperate force. |
| 02-23-2004, 04:34 AM | #4 |
Ingame? Uhhhh? How do you convert anything ingame? |
| 02-23-2004, 04:39 AM | #5 |
That's not converting ingame... That's converting using triggers O.o But anyways, I'll show you my trigger buddy. Code:
Floating Text - Show FloatingPageN_Float[(Integer A)] for (Player group((Player((Integer A))))) I don't see anywhere Conversion - Convert Player to Force in floating text... |
| 02-23-2004, 05:13 AM | #6 |
No, it won't. What do you think I am? An idiot? Why don't you try reading what I said before you... god. I don't even want to think about how idiotic that was. |
| 02-23-2004, 05:21 AM | #7 |
NO BECAUSE I ALREADY HAVE THAT Player group((Player((Integer A))))) WHERE PLAYER[A] = PLAYER 1 |
| 02-23-2004, 05:27 AM | #8 |
I have. I have had like 50 people (ok 3) join with one trigger simply saying Player group((Player((Integer A))))) I even tried Player group(Player 1(Red))) It shows to EVERYONE |
| 02-23-2004, 07:57 AM | #9 |
Well u could TRY local player but it might cause a desync. Not sure if thats on the ok list or not. If player u want = getlocalplayer() then do etc Or depending on what the text is you could make a model of the text and then have it be invisible and then it wouldnt HOPEFULLY show to ur opponents. Give us a bit more of why you want that? Good Luck. For more info on local player : http://www.wc3campaigns.com/forums/s...getlocalplayer |
| 02-23-2004, 09:46 AM | #10 |
Heh How nice, a tiny lil flame war. Esoteric Potentate, MysticGeneral, try not to flame people here in these forums, even if they deserve it. Esotric Potentate, that function doesn't help him, that function's main use is to show TextTag at x/y co-ordinates. However, i was sure i had seen a "CreateTextTagForPlayer" function in the vault...however, that seems not to be, so i guess i'll go submit it myself sometimes soon. But yes, as RodOfNod suggested, GetLocalPlayer is the way to go. It works completely as i've done it myself. If you have UMSWE, you can compare your wanted player with "Get Local Player", and then create your floating text from there. However, i do not promise you that the GUI floating text actions are LocalPlayer safe. As some of them do some extra stuff that may cause de-sync. However, i'm just being paranoid and it will most likely work. Cubasis |
| 02-23-2004, 12:35 PM | #11 |
Hmm Yeah, sorry, i notice that you were just trying to help, but you got a lil annoyed with "THAT IS WHAT YOU WANT". Anyhow. GetLocalPlayer is the easiest way to cause de-syncs if you are careless around it. But if you know what you're doing it can be a important tool. It generally works for most logical things (ofcourse you can't create a unit for a local player, but you can do local "fog", local "floating texts", local "multiboards" etc) Cubasis |
| 02-23-2004, 04:12 PM | #12 |
I just did hide from all players and show to XPlayer and it seem to work fine. |
| 02-23-2004, 10:44 PM | #13 |
It is kinda my fault, that function says it will show it to an specific force, but dataangel said that there was no reason to do it, and I changed it but forgot to edit the comments. But to show a texttag (floating text) to a player I would use call ShowTexttag( floatingtextvar, GetLocalPlayer() == Player) |
| 02-24-2004, 01:13 AM | #14 |
I would've don ethe custom script get local player thingy by now, however, I have many triggers that are ALREADY using that. And more desync risks = No thanks. But, I'll be waiting upon that floatingtextoplayer. Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
LocalPlayer Equal to (Player((Player number of (Triggering player))))
Then - Actions
Floating Text - Hide FloatingPageN_Float[(Player number of (Triggering player))] for (All players)
Floating Text - Create floating text that reads Page 1 at ((Target of current camera view) offset by (230.00, -490.00)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set FloatingPageN_Float[(Player number of (Triggering player))] = (Last created floating text)
Floating Text - Show FloatingPageN_Float[(Player number of (Triggering player))] for (Player group((Player((Player number of (Triggering player))))))
Else - ActionsGah, just did that - it creates a server split. Should I create the floating text first in seperate triggers, then in that trigger just do - show floating text blah blah? Now I've just did the call ShowTexttag( floatingtextvar, GetLocalPlayer() == Player) and reset floatingtextvar to udg_floatingpagen_float. I get a script error - am I doing something wrong? (it's an action custom script -- not the whole function) |
| 02-24-2004, 01:30 AM | #15 |
I think UMSWE has a GUI for this... let'me go look... Yup, not sure it it server splits too, but you should give it a try, to save you the trouble, here is UMSWE 4.1 |
