| 11-23-2002, 10:10 PM | #1 |
Guest | Ok, i've made a dialog called options, and one of the buttons is labelled "Talk to nearby NPC". Imagine this: A player walks to a NPC, pushes ESC, options menu pops up, he pushes "Talk to nearby NPC" and another dialog pops up with new options like "Who are you?", "Gossip" etc. 1. I can't make the 2. dialog show up: -------------------- Events: Unit - A unit comes withing [range] of [NPC] Conditions: (Clicked dialog button) equal to TalktoNearbyNPC Actions: Player Group - Add (Owner of (Triggering unit)) to [Playergroup] Dialog - Change the title.... Dialog - Create dialog button... Set dialog button = last created... Dialog - Show "Options for" (Random player from [Playergroup] -------------------- 2. All the dialogs i've made, like options - each time they're opened they create more dialog buttons, even though i A) Add player to playergroup B) close the trigger in which the dialogs are created, this trigger then opens another trigger that C) Do nothing but "Dialog - Show "Options" for (Random player in playergroup) Just saw the special extended version of LotR - FotR... it's a must see. =) |
| 11-23-2002, 11:11 PM | #2 |
Guest | "2. All the dialogs i've made, like options - each time they're opened they create more dialog buttons, even though i..." Not EACH time, 1. time they're opened, they create the right amount, 2. time another pair shows up, 3. time another pair shows up etc. So new dialog buttons are created each time |
| 11-23-2002, 11:15 PM | #3 |
And once again, Kerry is here to save KeMo's day! 1. That condition dosent work, the event have to be Dialog - Clicked button. If you want that to work i suggest u make a new trigger that looks like this: -------------Trigger #1 Event - Unit comes within 200 (for example) of NPC Condition - Triggering unit is equal to whatever u want Action - Turn on Trigger #3 Player Group - Add (Owner of (Triggering unit)) to [Playergroup] -------------Trigger #2 Event - Unit comes within -200 of NPC Action - Turn off Trigger #3 -------------Trigger #3 (not initially on) Event - Dialog button clicked for Options Condition - Button clicked equal to TalktoNPC Action - Dialog - Change the title.... Dialog - Create dialog button... Set dialog button = last created... Dialog - Show "Options" for random player from [Playergroup] Okay i was really tired when i wrote this but maybe it will work anyways... try it out. |
| 11-23-2002, 11:16 PM | #4 |
Wow. First off your event and condition don't match eachother at all. That trigger will NOT work. Make the event the esc. key. [a.k.a. Player skips a cinematic] Then, a condition that checks the range. You need to hide and then clear your dialogs. Use those trigger actions after any conditions about cliked buttons. Hope that gives you a start. |
| 11-23-2002, 11:18 PM | #5 |
lol Draco we must have been writing that at the exact same time... |
| 11-23-2002, 11:21 PM | #6 |
Yup :) [edit] Except I was too lazy to write all of that out. |
| 11-24-2002, 08:14 AM | #7 |
Guest | Thanks Draco, now all my dialogs work, except this one. Well, options work, there aren't created new sets of dialog buttons each time, but the dialog for the NPC doesn't show - the dialog, triggered by the option "Talk to nearby NPC" |
| 11-24-2002, 09:46 PM | #8 |
Plz be more specific. |
| 11-25-2002, 08:06 AM | #9 |
Guest | Well, look at the topic! I just said thanks because you told me how to clear a dialog! So, my dialogs don't "multiply" the buttons each time they're selected But, the trigger i mention in the topic doesn't work. I walk near a NPC, push ESC, hit the "Talk to nearby NPC" button, and nothing! |
| 11-25-2002, 12:55 PM | #10 |
Does my solution work? I havent tested it so... |
| 11-25-2002, 02:22 PM | #11 |
Guest | No, it doesn't work. A little funny thing is, if you quickly push "ESC - TalktonearbyNPC" twice, a dialog with no buttons in it pop up, and i'm forced to ALT-Tab to windows and close it from there. But short: No, the trigger doesn't work - more suggestions ppl! =) |
| 11-25-2002, 04:44 PM | #12 |
Guest | You could try an action trigger for opening the Talk to NPC Dialog. Like if the player's unit recieves an order targeting a unit (Order would be 'smart', I think), with conditions like "Target unit is owned by player (NPCs)" and "Distance to between units less than or equal to X", the have it bring up the talk dialog. Just a different way of looking at the problem. (PS: Sorry I couldn't write out an example trigger, don't have much time right now). |
| 11-25-2002, 09:02 PM | #13 |
Are you sure it doesn't run? The event and the condition (if set correctly) should work. Do you wna t to send your map to me to fix it for ya? |
| 11-26-2002, 02:11 AM | #14 | |
Guest | Quote:
first of all. copy the trigger here. Events: Unit - A unit comes withing [range] of [NPC] Player [x] skip cinimatic. Conditions: None Actions: Dialog - Clear (This Dialog) Dialog - Change the title of Option to Option Dialog - Create dialog button labelled Who are you Set Who are you = last created button Dialog - Show Options for owner of entering unit. |
| 11-26-2002, 02:27 AM | #15 |
Dark_Force9999, If you have two events, all it takes is one of them to run, and if he doesn't want it to run EVERY SINGLE TIME he goes by someone, he'd either have to turn the trigger off or use a condition to check range. |
