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Implement Damage Display System?
#8
LuckyD0g Wrote:Big minus for me, that it will be displayed for all players.
Never mind, I mean you could diplay it to why wants it:

If (damagadisplay[(Integer B)] Equal to True) then do(Floating Text - Show (Last created floating text) for (Player group((Player((Integer B)))))) else do (Floating Text - Hide (Last created floating text) for (Player group((Player((Integer B))))))


TKF Wrote:So you want the damage with decimals? No I don't think so. Using Integer with whole numbers is better since it shows whole numbers, instead of lot of confusing decimals. However using the custom unit value is better to use if possible, but I don't know if it's laggs more than a variable.

Damage(integrer), HP(real)
For each (Integer A) from 1 to 1, do (Actions)
Loop - Actions
Set Hp[(Integer A)] = (Random real number between 10.01 and 100.99)
Game - Display to (All players) for 30.00 seconds the text: (String(Hp[(Integer A)]))
Set Damage = (Integer(Hp[(Integer A)]))
Game - Display to (All players) for 30.00 seconds the text: (String(Damage))

Gues what it will show in the second Display Integrer or Real.
The answer is Integrer.
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Messages In This Thread
Implement Damage Display System? - by TKF - 2008-07-10, 17:13:59
Re: Implement Damage Display System? - by TKF - 2008-07-10, 17:31:31
Re: Implement Damage Display System? - by TKF - 2008-07-10, 19:53:59
Re: Implement Damage Display System? - by LuckyD0g - 2008-07-10, 20:29:15

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