Staredit Network > Forums > SC2 Assistance > Topic: Random Intergers and Displaying the outcome?
Random Intergers and Displaying the outcome?
Apr 30 2010, 10:57 pm
By: ZeroAme  

Apr 30 2010, 10:57 pm ZeroAme Post #1



So I have in my TD a tower that will randomly get 0-5 minerals from a creep, and then it will say +# over that creep to let the player know how much they got from it. Im using this set-up.

Quote
Theif Turret - Money
Events
Unit - Any Unit is attacked
Local Variables
tmpTag = No Text Tag <Text Tag>
Conditions
(Unit type of (Attacking Unit)) == Theif
Actions
General - Wait 0.5 Game Time seconds
Player - Modify player 1 Minerals: Add (Random integer between 0 and 5)
Text Tag - Create a text tag with the text "+1" for (All players), using a font size of 24, at (Position of (Triggering unit)) and height offset 1.0 (initially Visible) can also set whether false is enforced
Variable - Set tmpTag = (Last created text tag)
Text Tag - Set Text color(s) for tmpTag to (0%, 50%, 75%)
Text Tag - Set the velocity of tmpTag to 1.0 coordinates per second at an angle of 90.0 degrees from horizontal
Text Tag - Set Fade Duration time for (Last created text tag) to 2.0 seconds
General - Wait 2.1 Game Time seconds
Text Tag - Destroy tmpTag

How do I change:
Text Tag - Create a text tag with the text "+1" for (All players), using a font size of 24, at (Position of (Triggering unit)) and height offset 1.0 (initially Visible) can also set whether false is enforced
so the +# is the outcome of the integer?



None.

Apr 30 2010, 11:13 pm Swampfox Post #2



Like this:
Text Tag - Create a text tag with the text ("+" + (Text(YOURVARIABLE))) for (All players), using a font size of 24, at (Position of (Triggering unit)) and height offset 1.0 (initially Visible) can also set whether false is enforced

("+" + (Text(YOURVARIABLE))) = a function 'Combine Text' with the second text entry being another function 'Convert Integer To Text'





None.

May 1 2010, 1:07 am ZeroAme Post #3



Alright thanks :D



None.

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[10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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