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dialog,leaderboard and shooting directions

08-18-2003, 01:37 PM#1
Faldar
1)I have a wall of towers shooting in all directions, but I want to somehow block one direction, so that they don't should in that direction..I tried pathing blockers and line of sight blockers, but they didn't work


2)I want to make a leaderboard that puts the names of four portals on it and the values behind it have to be either the player number or the whole player name (doesn't matter really) of the person/AI owning the portal.

When I try to make it, I have to put the player left instead of right, so I'm sure I'm doing it all wrong..but I have no idea on how to do it right.

3)I've been trying some things out with dialog buttons and I've entcountered a problem.

Code:
dialog 
Events 
Time - Elapsed game time is 1.00 seconds 
Conditions 
Actions 
Dialog - Change the title of Race to Pick a race to play... 
Dialog - Create a dialog button for Race labelled Human 
Set Human = (Last created dialog Button) 
Dialog - Create a dialog button for Race labelled Orc 
Set Orc = (Last created dialog Button) 
Dialog - Create a dialog button for Race labelled Undead 
Set Undead = (Last created dialog Button) 
Dialog - Create a dialog button for Race labelled Night Elf 
Set NightElf = (Last created dialog Button) 
Dialog - Create a dialog button for Race labelled Draenai 
Set Draenai = (Last created dialog Button) 
Dialog - Create a dialog button for Race labelled Corruption 
Set Corruption = (Last created dialog Button) 
Dialog - Create a dialog button for Race labelled Naga 
Set Naga = (Last created dialog Button) 
Dialog - Create a dialog button for Race labelled Chaos 
Set Chaos = (Last created dialog Button) 
Dialog - Create a dialog button for Race labelled Burning Legion 
Set BurningLegion = (Last created dialog Button) 
Player Group - Pick every player in (All players controlled by a User player) and 
do (Dialog - Show Race for (Picked player)) 

that is the main trigger. It is workin fine.

Code:
units 
Events 
Dialog - A dialog button is clicked for Race 
Conditions 
Actions 
Wait 1.00 seconds 
Player Group - Pick every player in (All players matching ((Clicked dialog button) Equal to Orc)) and 
do (Unit - Create 5 Peon for (Matching player) at ((Matching player) start location) facing Default building facing degrees) 
Player Group - Pick every player in (All players matching ((Clicked dialog button) Equal to NightElf)) and 
do (Unit - Create 5 Wisp for (Matching player) at ((Matching player) start location) facing Default building facing degrees) 
Player Group - Pick every player in (All players matching ((Clicked dialog button) Equal to Undead)) and 
do (Unit - Create 5 Acolyte for (Matching player) at ((Matching player) start location) facing Default building facing degrees) 
Player Group - Pick every player in (All players matching ((Clicked dialog button) Equal to Human)) and 
do (Unit - Create 5 Peasant for (Matching player) at ((Matching player) start location) facing Default building facing degrees) 
Player Group - Pick every player in (All players matching ((Clicked dialog button) Equal to Draenai)) and 
do (Unit - Create 5 Draenei Laborer for (Matching player) at ((Matching player) start location) facing Default building facing degrees) 
Player Group - Pick every player in (All players matching ((Clicked dialog button) Equal to Corruption)) and 
do (Unit - Create 5 Blasp for (Matching player) at ((Matching player) start location) facing Default building facing degrees) 
Player Group - Pick every player in (All players matching ((Clicked dialog button) Equal to Chaos)) and 
do (Unit - Create 5 Chaos Peon for (Matching player) at ((Matching player) start location) facing Default building facing degrees) 
Player Group - Pick every player in (All players matching ((Clicked dialog button) Equal to Naga)) and 
do (Unit - Create 5 Mur'gul Slave for (Matching player) at ((Matching player) start location) facing Default building facing degrees) 
Player Group - Pick every player in (All players matching ((Clicked dialog button) Equal to BurningLegion)) and 
do (Unit - Create 5 Apocolyte for (Matching player) at ((Matching player) start location) facing Default building facing degrees)


This is the trigger belonging to that one...it doesn't work, because No matter what race I choose, I get no units.
Someone told me that I should use arrays, but I have no idea on how to use them in general and how to use them here.

I hope some of you are nice and skilled enough to help me with these...anyway thanks for reading and a lot of thanks in advance for those helping me!
08-18-2003, 02:22 PM#2
Newhydra
For your first problem you need to do one of two things...one use the unit is attacked event (unit is attacked, attacker=the tower, if the angle between attacked unit and attacker is between X and Y then order the attacker to stop)

Or you could leave the tower automatically attacking and do it with triggers
08-23-2003, 05:20 PM#3
Faldar
thanks for the help but I just don't want it to attack in the first place, that's the problem
08-27-2003, 10:49 PM#4
dataangel
1) Not sure.... :/

2) You probably want to use a multiboard for this, not a leaderboard, because as far as I know leaderboards will only let you have the name on the left and a number on the right.

3) There are two problems. The first problem with your second trigger is the player group -- every player is in it. You say "all players matching condition" but here's the catch: the dialog button is considered clicked for EVERYBODY even if just one player clicks it. In order to detect which player killed a dialog button, you need to create one button for each player and setup a trigger for each player (yes this sucks). Also, where you have Matching Player it should be Picked Player. When you're specifiying what condition the player's have to match, that's when you use Matching Player. When you're specifying what actions you want to do with these players, you use Picked Player.
08-28-2003, 06:02 AM#5
Raptor--
Quote:
In order to detect which player killed a dialog button, you need to create one button for each player and setup a trigger for each player (yes this sucks).

i would just like to point out to you dataangel, you could simply loop one trigger to catch every player instead of making a seperate dialog trigger for each player