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reference to a player that clicked on a dialog button?

07-31-2003, 07:36 AM#1
Raptor--
Code:
Town Center Increase Pop 5
    Events
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[1]
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[2]
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[3]
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[4]
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[5]
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[6]
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[7]
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[8]
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[9]
        Dialog - A dialog button is clicked for SETTAX_dialogMain_A[10]
    Conditions
    Actions
        Set OTHER_nIndexNum = (Player number of (Triggering player))
        Set TAX_fPeopleTax_A[OTHER_nIndexNum] = (TAX_fPeopleTax_A[OTHER_nIndexNum] + 0.05)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                TAX_fPeopleTax_A[OTHER_nIndexNum] Greater than 1.00
            Then - Actions
                Set TAX_fPeopleTax_A[OTHER_nIndexNum] = 1.00
            Else - Actions
                Do nothing
        Dialog - Clear SETTAX_dialogMain_A[OTHER_nIndexNum]
        Trigger - Run Town Center Set Taxes p2 <gen> (ignoring conditions)

i did a quick search and couldn't find anything,

this is what i've tried, but OTHER_nIndexNum fails to get the proper player reference (just returns a 1)

i'd hate to do each player's button press seperately, cause thats like 10 x 8 triggers of copying and pasting, and thats anoying
07-31-2003, 08:27 AM#2
Newhydra
It doesn't exist. You could, however, get the button that was clicked and then use a loop to find which player "owns" that button...