In the arcade game "Probes vs Zealot 2", when the Zealot attacks, he will get minerals. Text tags are used to indicate that the Zealot is getting minerals. These text tags seem to float up.
How do I get my text tag to float up like that as well?
@Chris97Ong: Go
there is a data solution if you know how many minerals are picked up, otherwise you also create the floating text actor. the text actor must be linked to an dummyEffect, for example showing the amount of damage of a dummydamage effect. the trick is to set the amount with catalog triggers, so any number can be shown dynamically.
When you create a text tag in triggers you can set things like initial height, direction, and speed. These settings determine which way your tag will move and how quickly. There are also functions to modify these parameters.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In the arcade game "Probes vs Zealot 2", when the Zealot attacks, he will get minerals. Text tags are used to indicate that the Zealot is getting minerals. These text tags seem to float up.
How do I get my text tag to float up like that as well?
@Chris97Ong: Go
go to data, actors and filter for "floating"
@FunkyUserName: Go
No thats not what im looking for.... I mean in triggers, how to get the text tag to slowly ascend
@Chris97Ong: Go there is a data solution if you know how many minerals are picked up, otherwise you also create the floating text actor. the text actor must be linked to an dummyEffect, for example showing the amount of damage of a dummydamage effect. the trick is to set the amount with catalog triggers, so any number can be shown dynamically.
When you create a text tag in triggers you can set things like initial height, direction, and speed. These settings determine which way your tag will move and how quickly. There are also functions to modify these parameters.