| 01-11-2006, 10:04 AM | #1 |
Hello again everyone. I am faced with my last problem and that is to auto choose a dialog setting after lets say, 10 seconds. What makes it tricky is that when one selection is made, it goes to the next dialog window, and then the next. So the first menu pops up, after 10 seconds it chooses a selection, next window pops up, after 10 seconds chooses a selection. I have been monkeying around with it and I can't seem to find a solution. Any ideas? Here are my triggers (very long, sorry) Trigger: ![]() Events:![]() Time - Elapsed game time is 0.40 seconds![]() Actions:![]() Dialog - Change the title of SetupDialog to How many lives shal...![]() Dialog - Change the title of SetupDialog2 to Player 1 is picking...![]() Dialog - Create a dialog button for SetupDialog labelled 15 Lives![]() Set DialogEntry[1] = (Last created dialog Button)![]() Dialog - Create a dialog button for SetupDialog labelled 25 Lives![]() Set DialogEntry[2] = (Last created dialog Button)![]() Dialog - Create a dialog button for SetupDialog labelled 35 Lives![]() Set DialogEntry[3] = (Last created dialog Button)![]() Dialog - Create a dialog button for SetupDialog labelled 45 Lives![]() Set DialogEntry[4] = (Last created dialog Button)![]() Set SetupStep = 2![]() Player Group - Pick every player in PlayerStartups1 and do (Dialog - Show SetupDialog for (Picked player))![]() Player Group - Pick every player in PlayerStartups2 and do (Dialog - Show SetupDialog2 for (Picked player))>>>In the above trigger PlayerStartups is a player group for the first available player from team 1, in which I didn't post that trigger because it is irrelevant to my problem. PlayerStartups2 is a player group for everyone else in the game, so a buttonless dialogue will pop up for them saying that player X is picking the settings, and player X gets the button choosing one. I left some of the actions not relating to the dialoge out of the triggers below (dont worry, they don't affect the dialogs). Trigger: ![]() Events:![]() Dialog - A dialog button is clicked for SetupDialog![]() Conditions:![]() SetupStep Equal to 2![]() Actions:![]() If ((Clicked dialog button) Equal to DialogEntry[1]) then do (Set Lives = 15) else do (Do nothing)![]() If ((Clicked dialog button) Equal to DialogEntry[2]) then do (Set Lives = 25) else do (Do nothing)![]() If ((Clicked dialog button) Equal to DialogEntry[3]) then do (Set Lives = 35) else do (Do nothing)![]() If ((Clicked dialog button) Equal to DialogEntry[4]) then do (Set Lives = 45) else do (Do nothing)![]() Trigger - Run Game Chooser <gen> (checking conditions)Trigger: ![]() Game Chooser![]() Actions:![]() Dialog - Clear SetupDialog![]() Dialog - Change the title of SetupDialog to Choose the mode of ...![]() Dialog - Create a dialog button for SetupDialog labelled Classic Mode![]() Set DialogEntry[1] = (Last created dialog Button)![]() Dialog - Create a dialog button for SetupDialog labelled Lifesteal Mode![]() Set DialogEntry[2] = (Last created dialog Button)![]() Dialog - Create a dialog button for SetupDialog labelled Penalty Mode![]() Set DialogEntry[3] = (Last created dialog Button)![]() And some more choices....![]() Set SetupStep = 3![]() Player Group - Pick every player in PlayerStartups1 and do (Dialog - Show SetupDialog for (Picked player))Trigger: ![]() Events:![]() Dialog - A dialog button is clicked for SetupDialog![]() Conditions:![]() SetupStep Equal to 3![]() Actions:![]() If ((Clicked dialog button) Equal to DialogEntry[1]) then do (Trigger - Run ClassicModeSet <gen> (ignoring conditions)) else do (Do nothing)So the below trigger is assuming "classic mode" was selected: Trigger: ![]() Actions:![]() Set Classic = True![]() Game - Display to (All players) the text: |c0000ff00Classic M...![]() Player Group - Pick every player in PlayerStartups2 and do (Dialog - Hide SetupDialog2 for (Picked player))![]() Dialog - Clear SetupDialog![]() Dialog - Clear SetupDialog2![]() Custom script: call DestroyForce( udg_PlayerStartups1 )![]() Custom script: call DestroyForce( udg_PlayerStartups2 )![]() Trigger - Destroy (This trigger)The main problem is I want the guy from PlayerStartups1 to auto-pick the options automatically if he is AFK. This way the game gets to go and everyone doesn't have to hit Alt+F4 to leave the game because the dialog box for PlayerStartups2 doesn't disappear until the selections are made. I don't want to use pause the game instead of the second dialog because I want stuff to happen while Player X is choosing, and it adds a little class of not seeing the game paused everytime you play. Also, I want the second dialog to pop up because I don't want any of the other players doing anything until all of the options are made. Any help will be greatly appreciated! Edit: Also, just out of curiosity.. Is there a tag or whatever you call it to center text? Such as how |n is used as a line break and |c is used as color . |
| 01-11-2006, 04:02 PM | #2 |
You dont need to have an auto choose dialog button tbh. If no option is clicked and the 30 seconds up, use triggers to determain the choice, but have your "dialog button is pressed" triggers in the ready, and turn them off at the cut off time. |
| 01-12-2006, 07:32 PM | #4 |
It's very difficult to figure out bugs just by looking at code (imagine how good we'd all be at it if we could do THAT) but if you encounter any I'd be glad to help ^^ |
