| 09-07-2004, 09:32 PM | #1 |
Okay, to start, here's my problem. I have a two button dialog box (buttons are Rest and Explore Town). The rest trigger works fine, but I'm having some trouble with the "Explore Town" button. Here's the trigger: Code:
Buttons
Events
Dialog - A dialog button is clicked for Mayor_Dialog
Conditions
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Rest
Then - Actions
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Unit - Set life of (Picked unit) to 100.00%
Unit - Set mana of (Picked unit) to 100.00%
Unit - Move (Picked unit) instantly to (Center of Inn <gen>)
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Cinematic - Enable user control for (Player group((Triggering player)))
Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
Trigger - Turn off Mayor Conversation <gen>
Trigger - Turn on Rest <gen>
Else - Actions
Camera - Apply Camera 001 <gen> for (Triggering player) over 0.00 seconds
Cinematic - Turn cinematic mode On for (Player group((Triggering player)))
Cinematic - Send transmission to (Player group((Triggering player))) from PhoeniX 0029 <gen> named Mayor of Town: Play No sound and display Okay! Have fun expl.... Modify duration: Add 0.00 seconds and Wait
Cinematic - Enable user control for (Player group((Triggering player)))
Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
Cinematic - Turn cinematic mode Off for (Player group((Triggering player)))
Trigger - Turn off Mayor Conversation <gen>
Trigger - Turn on Rest <gen>the problem I have is that after the Mayor of Town says his crap, cinematic mode doesn't turn off. I don't know what the problem here is, and I need monstrous help. Thanks! |
| 09-07-2004, 09:59 PM | #2 |
If i'm correct i think you are missing the "Cinematic - Turn cinematic mode Off for (Player group((Triggering player)))" in the "Then" section of the if/then/else loop. ![]() |
| 09-07-2004, 10:38 PM | #3 |
Hmm I didn't think I needed it in the other one. I'll test it. I want the Else to refer to the other button (explore town) and it does, until right after the mayor says his crap. |
| 09-07-2004, 11:09 PM | #4 |
I think were missing some info. like Mayor Conversation and rest. also you enabled user control without disabling it so... whats happening? oh, and why do you pick every unit owned by triggering player? If it has to do with the other triggers, im pretty sure it wont work. |
| 09-07-2004, 11:48 PM | #5 |
here's Rest: (not initially enabled) Code:
Rest
Events
Unit - A unit comes within 200.00 of PhoeniX 0029 <gen>
Conditions
Actions
Dialog - Show Mayor_Dialog for (Triggering player)
Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Rest
Then - Actions
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Unit - Set life of (Picked unit) to 100.00%
Unit - Set mana of (Picked unit) to 100.00%
Unit - Move (Picked unit) instantly to (Center of Inn <gen>)
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Cinematic - Enable user control for (Player group((Triggering player)))
Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
Trigger - Turn off Mayor Conversation <gen>
Trigger - Turn on Rest <gen>
Else - Actions
Camera - Apply Camera 001 <gen> for (Triggering player) over 0.00 seconds
Cinematic - Turn cinematic mode On for (Player group((Triggering player)))
Cinematic - Send transmission to (Player group((Triggering player))) from PhoeniX 0029 <gen> named Mayor of Hybritora: Play No sound and display Okay! Have fun expl.... Modify duration: Add 0.00 seconds and Wait
Cinematic - Enable user control for (Player group((Triggering player)))
Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
Cinematic - Turn cinematic mode Off for (Player group((Triggering player)))
Trigger - Turn off Mayor Conversation <gen>
Trigger - Turn on Rest <gen>Here's Mayor Conversation: Code:
Mayor Conversation
Events
Unit - A unit comes within 225.00 of PhoeniX 0029 <gen>
Conditions
Actions
Unit - Order (Triggering unit) to Move To (Position of PhoeniX 0029 <gen>)
Unit - Make (Triggering unit) face PhoeniX 0029 <gen> over 0.00 seconds
Cinematic - Turn cinematic mode On for (Player group((Owner of (Triggering unit))))
Cinematic - Disable user control for (Player group((Owner of (Triggering unit))))
Camera - Apply Camera 001 <gen> for (Owner of (Triggering unit)) over 0.50 seconds
Cinematic - Send transmission to (Player group((Owner of (Triggering unit)))) from PhoeniX 0029 <gen> named Mayor of Hybritora: Play No sound and display Well I haven't seen.... Modify duration: Add 1.00 seconds and Wait
Wait 2.00 seconds
Camera - Apply Camera 002 <gen> for (Owner of (Triggering unit)) over 1.00 seconds
Wait 2.00 seconds
Camera - Apply Camera 001 <gen> for (Owner of (Triggering unit)) over 0.50 seconds
Cinematic - Turn cinematic mode Off for (Player group((Owner of (Triggering unit))))
Dialog - Show Mayor_Dialog for (Owner of (Triggering unit)) |
| 09-08-2004, 12:19 AM | #6 |
ok.. its this never ending loop.. they walk up to the mayor so the dialoge shows up. they click either one, and rest pops turns on and they are already within 200 of the guy cause they had to be 225 away to start the whole thing. so it runs rest, and it goes to the else because there is no clicked dialoge button and then that tells it to go into cinematic mode. but anyways, the way to fix it, is get rid of the entire if part on the rest trigger. and after the then, else, parts of each button choice make it move them away a bit. |
| 09-08-2004, 01:43 AM | #7 |
maybe have the "else" as a do nothing... then have another in/then/else underneathe it... so it will detail specifically the dialog selected... just a thought tho. -mav |
| 09-08-2004, 02:44 AM | #8 |
no, the only part of the rest function you need is the part that shows the dialogue. the rest is the exact same as the dialouge trigger. also, i dont know why you named it rest, that confuses me. you should call it mayor revisit or something. its purpose is a condensed version of the mayor conversation. |
