| 10-09-2003, 09:08 PM | #1 |
Well, I haven't got far and have ran into another problem... Event - A dialog button is clicked for blah Codition - None Action - (If all conditions are true) then do (then actions) else do (else actions) Condition - None Action - Change the title of Hag to Rag Show Hag to Player 1 Else - Do Nothing Trigger works fine but my problem is how to make that effect the one who pressed the dialog button, thanks! |
| 10-09-2003, 10:19 PM | #2 |
u need 2 show a different dialog menu 4 each player ex: pressed dialog button=human1 actions create 5 peasents for player 1 at player 1s start location get the idea? if u have 12 players like in my race war map u have a **** load of triggers/variables its really time comsoming ud need 2 make a seperate menu and set of buttons so have fun |
| 10-10-2003, 12:06 AM | #3 |
Hag to Rag? LMAO, that made me laugh so hard lol. Ill throw myself out:D |
| 10-10-2003, 02:00 AM | #4 |
lordwiggin you do have a point but.. is it possible to just put it into one trigger refering to the one who pressed the button? Ultima_Weapon_ this is just for test purposes and I don't think many care what it is acually changing to + please we don't like spam |
| 10-10-2003, 02:04 AM | #5 |
Yes it is possible, create a player variable.... but that only works if only 1 player is viewing the dialogue, because otherwise the variable will change while the dialogue is up, and that won't be good. You need to set the variable when the first dialogue is shown up so you can carry it over to the tirgger where you can press the button..... Hope this helps. |
| 10-10-2003, 04:05 AM | #6 |
Edit : Oh well, I guess I'll do it the long way thanks for all the help tho |
| 10-10-2003, 06:57 AM | #7 |
You can visit the tutorial section at www.wc3campaigns.com/tutorials.php There is a dialog tutorial there. And its quite cool :D |
| 10-10-2003, 08:31 AM | #8 |
yeah it is very situational for when you can do a generic dialog menu for every player, and when you have to do a situational one for each. If it happens at the start of the game(ie hero selection) you will have to do it seperately or else the selection process will take to long. If on the other hand the dialog requires a trigger that won't likely have everyone activating it at once, you can then set up a system were when an activity is done to open a dialog to a poerson, shut off the activating trigger, present the dialog to the triggering player. Wait for dialog button to be pressed. Then due actions to the player who triggered the dialog in the first place then turn on the trigger that shows the dialog. Only problem with this method is you will also have to detect if someone exits out of the dialog with out pressing a dialog button(they hit the escape key for example) and either put them back into the dialog, or reactive the show dialog trigger. |
| 10-10-2003, 02:56 PM | #9 |
Mapscientist that's exactly what lordwiggin posted, thanks anyways Illithid theres one great flaw, if one player decides to be a *** and idles his vote noone will get to play, thanks anyways I'm gonna work on the rest of my map and see if anyone else is able to manage it all to be based on one trigger, thanks! |
