| 11-18-2003, 08:41 PM | #1 |
I can't get my dialogue box choice to reult in a unit creation action. my exact trigger is Dialogue button is clicked for x y = clicked dialogue button If Or, multiple functions triggering player = 1 triggering player = 2 triggering player = 3 > Is there a triggering player = any player triggering player = 4 from unit group? triggering player = 5 Then Display to triggering player- yadayadablahblah create one z for triggering player at r It's always worked for me with setting variables as a result of dialogue but maybe its in the conditions? anyhow im confused |
| 11-18-2003, 11:02 PM | #2 |
anyone know why this isnt working? |
| 11-19-2003, 12:18 AM | #3 |
I don't really understand how you worded that, but there are a few example maps (use the two near the bottom), in this thread... http://www.wc3campaigns.com/forums/s...ialog+tutorial |
| 11-19-2003, 01:29 AM | #4 |
all right, basically I want dialogue for many people wherein different box selections cause units to spawn for that player in different regions. I have only been able to have dialogue selections result in variable sets. If i try to make it do anything else i.e. create unit display message nothing happens. What am I doing wrong and how do i fix it? |
| 11-19-2003, 01:39 AM | #5 |
I've got something like that in mine. well sort of. The triggering section has to include every possible option for every person that could trigger it. eg. Trigger DialogClick E: MenuButton_P1[0] is clicked .... MenuButton_PX[Y-1] is clicked >> for X players and Y choices C: <you don't need any conditions> A: Set Plr_Num = Player Number(<triggering player>) >>And depending on the choice of character, you can save a variable called NewHero (unit-type). eg: If <multiple Or> <last button clicked> = MenuButton_P1[0] .... <last button clicked> = MenuButton_PX[0] then Set NewHero = <Fryth Berserker> else If <multiple Or> etc.... >>Furtherdown or a new Trigger, you can : Create 1 NewHero at <location> facing <default building> Hope this helps.:D |
| 11-19-2003, 01:41 AM | #6 |
The link I posted above contains a variety of examples. |
| 11-19-2003, 02:08 AM | #7 |
Sorry, but you cant use Triggering player for dialogs. You are going to need to replicate it 4 times, or do it some other way. |
| 11-19-2003, 05:47 AM | #8 |
Er... I don't have my map with me here, when I get back home, I'll post what I wrote in this Trigger. Yes I only have 1 trigger for all the Dialog Creation, 1 trigger for all Show and 1 trigger for all Click. Cheers :D |
| 11-19-2003, 11:25 PM | #9 |
Ok here's what I've got for Dialog Click E: Dialog - A dialog button is clicked for <all the various dialogs that I have for class change> C: <nothing> A: Set Plr_Num = (Player Number of Triggering Player) - 1 >> I minus 1 because the first number should be 0 for an array, but player numbers start at 1 If <Or, any conditions are true> - (Clicked dialog button) = Menu_ChClButtonP1[0] - (Clicked dialog button) = Menu_ChClButtonP2[0] - (Clicked dialog button) = Menu_ChClButtonP3[0] - (Clicked dialog button) = Menu_ChClButtonP4[0] >> 1st button for any of the players is pressed Then Set Plr_H_Str(Plr_Num) = Plr_H_Str(Plr_Num) + 1 else <nested if> >> continues to do the same thing for Buttons [1] & [2] to give Agi and Int. ---- It works like a charm, and it saves me a lot of code. and yea, triggering player works fine. |
| 11-27-2003, 12:57 PM | #10 |
hi, my problem was that I can't create a unit for the triggering player after dialog choice. but I solved that problem by converting the player index of the triggering player to the player: create one (unit) for (ConvertPlayerIndexToPlayer(Number of(TriggeringPlayer))) ... |
