| 07-22-2003, 08:26 PM | #1 |
I'm currently doing a map which involves a huge amount of dialogs and I can't seem to make "triggering player" work. A quick search on the board revealed a single post in which a player mentions that it doesn't work with dialogs though he didn't elaborate any further as that wasn't really the main point of his post. Does anyone know of a way to get around that problem and in some way identify who is clicking the dialog button? I guess I will have at least 150 triggers involving dialogs and I would really hate to make 8 copies of all of them if there was no need of it. I have made kind of a workaround which means that I only have to change 3 things in each trigger copy but that's still more than 3000 changes which quickly develops into very tedius work not to mention that it would increase map size and load times quite a bit. |
| 07-22-2003, 10:56 PM | #2 |
Though I still haven't found a way past the problem I have found a way to partially circumvent it: The first dialog is opened by a press of a button so I can use the triggering player in that case to create the initial dialog. For each dialog array (ie. I place an event for each part of the array and no conditions) I have a trigger with 2 lines per player per button. The first line will set the variable "CurrentPlayer" to whoever pressed the button (ie. If "button clicked" = Archmage[1] Then set "CurrentPlayer" = player 1). The second line will run the main trigger (ie. it checks once for each of the Archmage[1-8] buttons and runs the trigger dealing with that button) which will use the variable "CurrentPlayer" as a replacement for triggering player. This way I have to make [2*players] lines per dialog button but it is still nowhere near the amount I would have to write otherwise and the change to the map size is only a fraction of what you would get by copying all dialog responses 8 times. Of course I would still like to hear how others are dealing with this problem and whether they have found a better way around it. |
