| 08-16-2005, 05:27 PM | #1 |
http://images.cainer.net//uploads/DialogTest.w3x Some of the buttons go to the wrong thing. Pressing credits first exits the map. Bringing up exit first brings up options (and it changes one of the options to on). Any help would be greatly appreciated. Thanks! |
| 08-17-2005, 12:03 AM | #2 |
Anyone? |
| 08-17-2005, 05:30 PM | #3 |
Sorry about not editing the previous posts, but the forums won't let me...anyways, will making sepperate variables for each button (instead of using arrays) fix this? |
| 08-17-2005, 06:44 PM | #4 |
Try to post the script next to not the map, ppl are to lazy to dl it .... and some don't have wc3 on the computer either ![]() |
| 08-18-2005, 05:49 PM | #5 |
This has too many triggers (I'm a bit lazy). |
| 08-18-2005, 06:44 PM | #6 |
Here's the whole thing: Trigger 1: First Run (This trigger is not initially on) Events: Conditions: Actions: Dialog - Clear Dialog Dialog - Change the title of Dialog to Menu Dialog - Create a dialog button for Dialog labelled Start Game Set XStartGame = (Last created dialog Button) Dialog - Create a dialog button for Dialog labelled Options Set XOptions = (Last created dialog Button) Dialog - Create a dialog button for Dialog labelled Credits Set XCredits = (Last created dialog Button) Dialog - Create a dialog button for Dialog labelled Quit Set XQuit = (Last created dialog Button) Dialog - Show Dialog for Player 1 (Red) Trigger 2:Start Game Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XStartGame Actions: Dialog - Clear Dialog Dialog - Change the title of Dialog to Confirm Settings Dialog - Create a dialog button for Dialog labelled Accept Set XConfirm1 = (Last created dialog Button) Dialog - Create a dialog button for Dialog labelled Back Set XBack1 = (Last created dialog Button) Game - Display to (All players) the text: Your settings are a... Wait 2.00 seconds If (AdvancedSpellsOn Equal to True) then do (Game - Display to (All players) the text: Advanced Spells On) else do (Game - Display to (All players) the text: Advanced Spells Off) Wait 1.00 seconds If (DecorativeModelsOn Equal to True) then do (Game - Display to (All players) the text: Decorative Models O...) else do (Game - Display to (All players) the text: Decorative Models O...) Wait 1.00 seconds If (MusicOn Equal to True) then do (Game - Display to (All players) the text: Music On) else do (Game - Display to (All players) the text: Music Off) Dialog - Show Dialog for Player 1 (Red) Continued next post |
| 08-18-2005, 06:48 PM | #7 |
Trigger 3:Back Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XBack1 Actions:Trigger - Run FirstRun <gen> (ignoring conditions) Trigger 4:Confirm Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XConfirm1 Actions: Dialog - Clear Dialog Set AllowCameraLock = True (Ignore this) Trigger - Run CameraFollow <gen> (checking conditions) (Ignore this) Sound - Stop stormwind_highSeas_moment <gen> After fading (Ignore this) Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency Wait 2.00 seconds Trigger - Run Tip 1 <gen> (ignoring conditions) (Ignore this) Trigger 5:Options Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XOptions Actions:Dialog - Clear Dialog Dialog - Change the title of Dialog to Game Options If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions AdvancedSpellsOn Equal to True Then - Actions Dialog - Create a dialog button for Dialog labelled Turn Advanced Spell... Set XAdvSpellsOnOff = (Last created dialog Button) Else - Actions Dialog - Create a dialog button for Dialog labelled Turn Advanced Spell... Set XAdvSpellsOnOff = (Last created dialog Button) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions DecorativeModelsOn Equal to True Then - Actions Dialog - Create a dialog button for Dialog labelled Turn Decorative Mod... Set XDecModOnOff = (Last created dialog Button) Else - Actions Dialog - Create a dialog button for Dialog labelled Turn Decorative Mod... Set XDecModOnOff = (Last created dialog Button) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions MusicOn Equal to True Then - Actions Dialog - Create a dialog button for Dialog labelled Turn Music Off (Not... Set XMusicOnOff = (Last created dialog Button) Else - Actions Dialog - Create a dialog button for Dialog labelled Turn Music On (Reco... Set XMusicOnOff = (Last created dialog Button) Dialog - Create a dialog button for Dialog labelled Back Set XBack2 = (Last created dialog Button) Dialog - Show Dialog for Player 1 (Red) Continued next post |
| 08-18-2005, 06:53 PM | #8 |
Trigger 6:AdvSpellsOnOff Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XAdvSpellsOnOff Actions:If (AdvancedSpellsOn Equal to True) then do (Set AdvancedSpellsOn = False) else do (Set AdvancedSpellsOn = True) Trigger - Run Options <gen> (ignoring conditions) Trigger 7:DecModOnOff Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XDecModOnOff Actions:If (DecorativeModelsOn Equal to True) then do (Set DecorativeModelsOn = False) else do (Set DecorativeModelsOn = True) Trigger - Run Options <gen> (ignoring conditions) Trigger 8:MusicOnOff Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XMusicOnOff Actions:If (MusicOn Equal to True) then do (Set MusicOn = False) else do (Set MusicOn = True) Trigger - Run Options <gen> (ignoring conditions) Trigger 9:Back2 Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XBack2 Actions:Trigger - Run FirstRun <gen> (ignoring conditions) Trigger 10:Credits Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XCredits Actions:Trigger - Run FirstRun <gen> (ignoring conditions) Trigger 11:Quit Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XQuit Actions:Dialog - Clear Dialog Dialog - Change the title of Dialog to Confirm Exit Dialog - Create a dialog button for Dialog labelled Exit Game Set XConfirm2 = (Last created dialog Button) Dialog - Create a dialog button for Dialog labelled Back Set XBack3 = (Last created dialog Button) Dialog - Show Dialog for Player 1 (Red) CONTINUED NEXT POST |
| 08-18-2005, 06:55 PM | #9 |
Trigger 12:Confirm Exit Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XConfirm2 Actions:Game - End game and Skip scores Trigger 13:Back3 Events:Dialog - A dialog button is clicked for Dialog Conditions:(Clicked dialog button) Equal to XBack3 Actions:Trigger - Run FirstRun <gen> (ignoring conditions) That's all. |
| 08-18-2005, 11:43 PM | #10 |
I got it to work, but for future referance, here's what I did. It seemed like using one variable for Dialog was a bad idea, so I made 1 Dialog variable for each menu...this seemed to fix the problems. |
| 08-18-2005, 11:57 PM | #11 |
Your happy that Flad is not the mod here, since u double posted some times.... Vex what are u doing...... |
| 08-19-2005, 02:34 AM | #12 | |
Quote:
Sorry bout that, I just had a compulsive urge to bump my thread (plus, the thing wouldn't let me edit my posts AND there's a limit to how big they can be). |
