| 11-21-2002, 12:21 PM | #1 |
Guest | Ok, my dialogue doesn't show up (I've never used dialogue before, so please help me! =) Event: Unit enters region Condition: Action: msg to player Change name of dialogue to [text] Create dialogue button for dialogue labelled [text] Set [variable] = last created dialogue button Show dialogue to triggering player |
| 11-21-2002, 02:02 PM | #2 |
Aww... after making a new trigger i saw the fault... make it Owner of triggering unit, its a unit that triggers not a player! |
| 11-21-2002, 02:22 PM | #3 |
Guest | Ofcourse - owner of (triggering unit) Thank you so much, kerry =) |
| 11-22-2002, 10:40 AM | #4 |
Guest | Another prob, i can't make responses! (player pushes dialog button, and it triggers a new trigger) Here's what i've done: ---------------------------- Event:Dialog - A dialog button is clicked for [Dialogname] Condition: (Clicked dialog button) Equal to [a dialogbutton from [Dialogname]] Actions: Cinematic - send transmission .... blabla Dialog - Change the title of [New dialog name] to [text] Dialog - Create a dialog button for [New dialog name] labelled [text] Set [Variable] = (Last created dialog Button) Dialog - Create a dialog button for [New dialog name] labelled [text] Set [Variable] = (Last created dialog Button) Dialog - Show [New dialog name] for (Owner of (Triggering unit)) --------------------------------- |
| 11-22-2002, 12:35 PM | #5 |
Problems with dialogs? Or do you just want to shorten your code? Get the dialog engine! |
| 11-22-2002, 01:09 PM | #6 |
Guest | I have no idea how to use that. Except from, that i'm supposed to include that trigger into my map. =) |
| 11-22-2002, 01:47 PM | #7 |
LOL, that kinda funny, He sounds like a Car Repair sales man. Although I think I might need to check that out eventually. He's to persuasive, Caaa-nnnnn-'t Resist. Anyways KeMo Check your other post, I posted there. Although I would think this one has to do with your condition. |
| 11-22-2002, 04:01 PM | #8 |
And again youre showing it to the wrong person, it should be (triggering player), not (owner of(triggering unit)) |
| 11-22-2002, 04:16 PM | #9 |
Guest | It doesnt work with triggering player either |
| 11-22-2002, 04:34 PM | #10 |
No i know, i didnt test and then just a min after posting i figured it out but i had to eat, so know im gonna post it! Ok first make a new Player Group variable, named playerg1. In your first trigger make this action: Player Group - add (owner of(triggering unit)) to playerg1 Then in your second instead of showing it to (owner of (triggering unit)) show it to (random player from playerg1) Tested and it works! |
| 11-22-2002, 04:45 PM | #11 |
Guest | Yet again, Kerry saves the day =) |
| 11-22-2002, 09:39 PM | #12 |
Don't know if you know this or not, but you need to hide and clear your dialogs too. |
| 11-23-2002, 02:04 PM | #13 |
Guest | Draco, know that! =) The dialog showed up, my prob was that when a dialog button was clicked, i wanted another dialog to pop up - but that wouldn't work. (although it works with Kerrys solution) |
