| 01-01-2004, 11:01 PM | #1 |
Is there any way to figure out which player has clicked on a dialogue, aside from giving all the players their own seperate dialgoues? |
| 01-01-2004, 11:02 PM | #2 |
Try using dialog arrays. |
| 01-01-2004, 11:06 PM | #3 |
Yes I know, but that would make me create 10 triggers, 1 for each playable player, which is what I"m trying to avoid. |
| 01-01-2004, 11:07 PM | #4 |
Use for each integer a. |
| 01-01-2004, 11:08 PM | #5 |
Um.... that made no sense whatsoever.... the action has nothing to do with my question... |
| 01-01-2004, 11:17 PM | #6 |
I'll give you an example trigger. hold up. Code:
Blahblah
Events
Dialog - A dialog button is clicked for Dialog[(Player number of Player 1 (Red))]
Dialog - A dialog button is clicked for Dialog[(Player number of Player 2 (Blue))] (all the way to x players)
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Button[(Integer A)]
Then - Actions
Game - Display to (Player group((Player((Integer A))))) for 1.00 seconds the text: (Name of (Player((Integer A))))
Else - ActionsThis should work I think. What it does is just displays your name if you click the button. |
| 01-01-2004, 11:18 PM | #7 |
Yes but that involves creating more dialogue button variables then I would like to. At the moment, I'm using one, as an array. You're asking me to create a huge amount. What I really want to know is if there is an event response. |
| 01-01-2004, 11:22 PM | #8 |
"Is there any way to figure out which player has clicked on a dialogue, aside from giving all the players their own seperate dialgoues?" And I just showed you that. And it's using only "1" dialog button buddy. |
| 01-01-2004, 11:24 PM | #9 |
Yes but, I have multiple buttons. Since I have alot of buttons I made it into an array. Since you're using the array to have 1 dialogue button per player, I can't use it to designate more then 1 dialogue button. There's no need to get upset either. I'm just asking a simple question. It's not a competition or anything. |
| 01-01-2004, 11:28 PM | #10 |
I wasn't getting upset?... Lol. All I did was give you exactly what you asked for in the first post. You should've been more detailed before. No clue how that would be done. I don't feel like opening editor again and tourny's up. Brb in a bit. |
| 01-01-2004, 11:28 PM | #11 |
Well usually the use of , buddy at the end of a sentance shows that you're annoyed, but whatever. Ok, but your way has me giving them all seperate dialogue buttons instead of seperate dialogues. It's almost the same thing. Anyway, I'll rephrase the question: Is there any way to tell if a player has clicked a dialogue, without giving that player his or her own dialogue buttons or dialogues? Oh sorry, didn't see that last line there :D. Anyone else have any ideas? |
| 01-02-2004, 04:42 AM | #12 |
HOLY CRAP!! I THINK THE NEW PATCH ALLOWS TRIGGERING PLAYER TO BE THE PERSON WHO CLICKED THE BUTTON!! I JUST DID A TEST!! OH MY GOD! THIS IS THE ANSWER TO EVERYTHING! |
| 01-02-2004, 04:54 AM | #13 |
Are you sure about that? or was it just a fluke? Becuase that would be the answer to everything |
| 01-02-2004, 04:57 AM | #14 |
No, I tested it, I set the name of player 1 to Eriond, and then tested it with triggering player. I went in game, and I told it to display the name of triggering player. It said Eriond. I went back to the editor and changed myself to player 3, just to be safe. The name that came up was WorldEdit. The default name. I can't belive it! I think it worked! |
| 01-02-2004, 05:19 AM | #15 |
Yes. 1.13 did do that. Rest assured. |
