| 07-10-2002, 08:41 PM | #31 |
Dataangel I solved the title problem and well I did alot of work on dialogs menu after all I came up with the idea. Alot of what happened happened in IRC and yes dialog 2 came from my suggestions. The menu tile was something 123 and I for a while called just plain broken. We couldn't get them working if you put it in intilization it curopted the dialog box so it wouldn't show up...quite frankly it seemed very broken. Then by acident I discovered they actually do show up but disapear a second after and are in a very light color (yellow) when I took a screen shot that i was going to e-mail to blizard showing that the titled function was indeed broken. When Though in game it showed nothing on the screenie I saw it. So I decided Okay I'll have to make the color white and figure out how to keep it on screen. So I decided just keep reaplying the menu title on a very small cooldown. 123 and I thought multiplayer owuldn't work becuase of the lack of triggering player. And Then I said wait we know who luanched the menu so we create 1 for each player. But then 123 siad hold on dialog Arrays don't seem to work. And Well I found out they do work but you must point them to pre exsisting dialogs. So Yeah I didn't solve anyhting :) And also I have even found a way to make 12 player much less anoying with reusing the same dialog box but redefining the buttons. |
| 07-28-2002, 01:20 AM | #32 |
This may help on the dialog triggers being apain in the ass here you create a trigger on the fly for button clicked actually probably saving some time. Though I haven't gone into much depth this probably will work to help the annoyance factor and also gets you to use funner local variables. Code:
// ==================================================
=========================
function EndGameScore takes nothing returns nothing
call EndGame( false )
endfunction
// ==================================================
=========================
function Trig_Check_your_name_Actions takes nothing returns nothing
//local varaibles becuase man is it annoying to go into that variable menu and No unforutnatly I can't define global or constant varaibles in triggers (you can in an AI file wink wink)which geniunly sucks
local dialog D = DialogCreate()
local trigger t = CreateTrigger()
call DialogSetMessageBJ( D, "|C00FF0000FATAL ERROR:|r |CFFFFFFFF Your playing a stolen MAP!|r" )
//right here i'm creating a new trigger
TriggerRegisterDialogButtonEvent( t, DialogAddButton( D, GetLocalizedString( "GAMEOVER_QUIT_GAME" ), GetLocalizedHotkey("GAMEOVER_QUIT_GAME") ) )
call TriggerAddAction( t, function EndGameScore ) //Yup function called here. You actually won't go trigger name but the actions function name
call TriggerSleepAction( 0.10 )
set bj_forLoopAIndex = 1
set bj_forLoopAIndexEnd = 12
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
call DialogDisplayBJ( true, D, ConvertedPlayer(GetForLoopIndexA()) )
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
endfunction
// ==================================================
=========================
function InitTrig_Check_your_name takes nothing returns nothing
set gg_trg_Check_your_name = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Check_your_name, 35 )
call TriggerAddAction( gg_trg_Check_your_name, function Trig_Check_your_name_Actions )
endfunction |
| 07-29-2002, 02:03 AM | #33 |
Weaaddar, that still doesn't really solve the original problem. You're going to have to setup each dialog by hand anyway. Granted, arrays make it so you can use for loop integer's as indices, but you still have the basic problem of not being able to create dialogs on the fly simply by assigning a higher indice to a new dialogue -- which is what would be best and easiest for a menu driven system. |
| 07-29-2002, 02:45 AM | #34 |
A minor update to dialogs. If you are comfortable with custom text, you can use a code segment like the one below to make arrays of dialogs. Code:
local integer i = 0
loop
exitwhen i >= 3
set udg_MainMenuArray[i] = DialogCreate()
set i = i + 1
endloopThis only eliminates the need for going into the variables menu and making a ton of variables. I'm trying to think if there's a way to come up with a generic template of dialogs so everyone can use it. |
| 08-04-2002, 04:44 PM | #35 |
Guest | It would be nice if we could create other dialog objects, other than buttons. It may be possible, but it would require the use of internal game functions that we don't have access do. Blizzard, possibly, used those functions, hidden from our eyes, to generate the menu dialogs. While checking the value of sliders and checkboxes and dropdown lists might not work in a map, it would be nice to ba able to display text, wouldn't it? Some simple explanations of what the buttons on the dialog actually do, perhaps? I suspect it's possible, and that the functions exist, but no calls to them are to be found in the script files. Sure, we could guess at the names, but who knows what the parameters are like? |
| 08-04-2002, 05:15 PM | #36 |
Well I've edited the FDF for the mouse/keyboard menu and was able to get the slider to apear on my own menu the problem is there is no way to detect the value And screwing with that slider screwed up your mouse speed. Also upon entering that menu part it would crash the game so eh...Not fun. |
| 08-04-2002, 05:35 PM | #37 |
Guest | Do you remember how you did it, though? I understand the reasons for a slider not working, certainly, but if we could somehow find out how to use text...it's possible that you can't, and blizzard simply painted it on to custom dialog graphics, but it's worth a shot. |
| 08-06-2002, 08:40 PM | #38 |
Guest | here is what i want to do... at the beginning of the round i want to sahow a menu to evry undead player with following options. Demons and undead; if they klick demon they will get another townshall and other workers and the former ones will be removed, if thwey choose undead evrything is ok and nothing happens.... |
| 08-07-2002, 04:20 PM | #39 |
Guest | Hi I make this map for the noobs who want to know how to make a dialog menu to choose a player in A multiplayer RPG map.... I hope that can help you, and tell me what you think .... |
| 08-07-2002, 05:33 PM | #40 |
Though its nice that you attempted it your map doesn't work. Eventually I may release my DnD map as a tutorial (when Zepir releases his read only protection) |
| 08-07-2002, 05:58 PM | #41 |
I believe there is a way to make a trigger that automatically produce dialogs given some inputs. If you pass the trigger number of buttons you want, names, a trigger to call when button pressed, and player number, I can make the trigger produce dialogs by creating local trigger, register the events, and actions. When the dialog button is pressed, it would call the trigger you passed in and set the 'triggering player' variable to the correct player. But this really doesn't make it easier for new and intermediate users since it involves custom text and parameter passing. To make it really easy to use, someone needs to come up with a set of trigger wrappers that sets the 'triggering player' variable correctly when a dialog button is pressed. |
| 08-07-2002, 06:03 PM | #42 |
Heh its done but 3millioncheese doesn't wanna release it (nor do i...for that matter). |
| 08-07-2002, 06:16 PM | #43 |
Guest | hey weaaddar what doesn't work in my map? It's work great for me..... |
| 08-07-2002, 07:24 PM | #44 |
Guest | 123, making dialogs like that isn't too tough, I can do it without even using custom text. I came up with a trigger-based way to produce a dialog system that would completely simulate the FF7 menu system, if you're familiar with that. Item listing, equipment modifiying, and materia switching. It's not much harder to come up with a system that lets a player actually create a dialog box based on chat commands, even without custom text. I only talk of using triggers because some people prefer to work in them. I, honestly, have no preference. |
| 08-07-2002, 09:42 PM | #45 |
I'm saying the file isn't there. I tried downloading it to see your map but to no avail Your map was zero bytes. |
