| 12-13-2003, 12:41 PM | #1 |
This trigger works fine when I test alone but I'm unsure how it'll work in multiplayer since multiple people will be using it. (The local player part is what worries me). Buttons Events Dialog - A dialog button is clicked for Menu_Main Conditions Actions -------- Archery Range -------- If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Loader Equal to Archery Range Then - Actions -------- Button 1 -------- If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Clicked dialog button) Equal to Menu_Main_Btn[0] ((Local player) Current gold) Greater than or equal to 0 Then - Actions Player - Add 0 to (Local player) Current gold Dialog - Hide Menu_Main for (Local player) Unit - Order LoadingUnit to Unload LoadedUnit Unit - Replace LoadedUnit with a Worker using The old unit's relative life and mana Else - Actions -------- Button 2 -------- If ((Clicked dialog button) Equal to Menu_Main_Btn[1]) then do (Do nothing) else do (Do nothing) -------- Button 3 -------- If ((Clicked dialog button) Equal to Menu_Main_Btn[2]) then do (Dialog - Hide (Clicked dialog) for Player 3 (Teal)) else do (Do nothing) Else - Actions |
| 12-13-2003, 01:41 PM | #2 |
nope, have to make one for each player. Ino i sucks |
| 12-13-2003, 02:45 PM | #3 |
Yep... Also that is a VERY distrubing way of writing a dialog-button-check trigger, just so you know. Regards Dead-Inside |
| 12-13-2003, 03:29 PM | #4 |
cant you use triggering player? |
| 12-13-2003, 03:46 PM | #5 |
Nope. Nuff said. |
| 12-13-2003, 08:56 PM | #6 | |
Quote:
Why is it disturbing? Edit : By the way I think I may of found a different way. This trigger would always occur before the one I showed(or one for a different building). Archery Range Events Unit - A unit Is loaded into a transport Conditions (Unit-type of (Transporting unit)) Equal to Archery Range Actions Set LoadedUnit = (Loading unit) Set LoadingUnit = (Transporting unit) Set Loader = Archery Range Dialog - Create a dialog button for Menu_Main labelled Convert to Archer Set Menu_Main_Btn[0] = (Last created dialog Button) Dialog - Create a dialog button for Menu_Main labelled Convert to Longbow ... Set Menu_Main_Btn[1] = (Last created dialog Button) Dialog - Create a dialog button for Menu_Main labelled Cancel Set Menu_Main_Btn[2] = (Last created dialog Button) Dialog - Show Menu_Main for (Owner of (Loading unit)) Couldn't I save the owner of the loading unit into a player variable and use for that trigger in my first post? |
