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And dialog again :(

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Mar 12, 2008
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89
I have an dialog for more more players, need help, when one of players click on one button to delete it from dialog to other players can´t click it
 
Yes, but it might be annoying.

  • Dialog
    • Events
    • Conditions
    • Actions
      • Dialog - Add Option 1 to DIALOG[1]
      • Set OptionP1[1] = (Last Created Dialog Button)
      • Dialog - Add Option 2 to DIALOG[1]
      • Set OptionP1[2] = (Last Created Dialog Button)
      • Dialog - Add Option 3 to DIALOG[1]
      • Set OptionP1[3] = (Last Created Dialog Button)
      • Dialog - Show DIALOG[1] for Player 1
      • Dialog - Add Option 1 to DIALOG[2]
      • Set OptionP2[1] = (Last Created Dialog Button)
      • Dialog - Add Option 2 to DIALOG[2]
      • Set OptionP2[2] = (Last Created Dialog Button)
      • Dialog - Add Option 3 to DIALOG[2]
      • Set OptionP2[3] = (Last Created Dialog Button)
      • Dialog - Show DIALOG[2] for Player 2
      • Dialog - Add Option 1 to DIALOG[3]
      • Set OptionP3[1] = (Last Created Dialog Button)
      • Dialog - Add Option 2 to DIALOG[3]
      • Set OptionP3[2] = (Last Created Dialog Button)
      • Dialog - Add Option 3 to DIALOG[3]
      • Set OptionP3[3] = (Last Created Dialog Button)
      • Dialog - Show DIALOG[3] for Player 3
  • Change dialog
    • Events
      • Dialog - Dialog Button is clicked for DIALOG[1]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked Dialog Button) equal to OptionP1[1]
        • Then - Actions
          • Set OptionClicked[1] = True
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked Dialog Button) equal to OptionP1[2]
        • Then - Actions
          • Set OptionClicked[2] = True
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked Dialog Button) equal to OptionP1[3]
        • Then - Actions
          • Set OptionClicked[3] = True
        • Else - Actions
      • Hide DIALOG[2] for Player 2
      • Hide DIALOG[3] for Player 3
      • Clear DIALOG[2]
      • Clear DIALOG[3]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OptionClicked[1] = False
        • Then - Actions
          • Dialog - Add Option 1 to DIALOG[2]
          • Set OptionP2[1] = (Last Created Dialog Button)
          • Dialog - Add Option 1 to DIALOG[3]
          • Set OptionP3[1] = (Last Created Dialog Button)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OptionClicked[2] = False
        • Then - Actions
          • Dialog - Add Option 2 to DIALOG[2]
          • Set OptionP2[2] = (Last Created Dialog Button)
          • Dialog - Add Option 2 to DIALOG[3]
          • Set OptionP3[2] = (Last Created Dialog Button)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OptionClicked[3] = False
        • Then - Actions
          • Dialog - Add Option 3 to DIALOG[2]
          • Set OptionP2[3] = (Last Created Dialog Button)
          • Dialog - Add Option 3 to DIALOG[3]
          • Set OptionP3[3] = (Last Created Dialog Button)
        • Else - Actions
      • Show DIALOG[2] for Player 2
      • Show DIALOG[3] for Player 3
  • Change dialog
    • Events
      • Dialog - Dialog Button is clicked for DIALOG[2]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked Dialog Button) equal to OptionP2[1]
        • Then - Actions
          • Set OptionClicked[1] = True
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked Dialog Button) equal to OptionP2[2]
        • Then - Actions
          • Set OptionClicked[2] = True
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked Dialog Button) equal to OptionP2[3]
        • Then - Actions
          • Set OptionClicked[3] = True
        • Else - Actions
      • Hide DIALOG[1] for Player 1
      • Hide DIALOG[3] for Player 3
      • Clear DIALOG[1]
      • Clear DIALOG[3]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OptionClicked[1] = False
        • Then - Actions
          • Dialog - Add Option 1 to DIALOG[1]
          • Set OptionP1[1] = (Last Created Dialog Button)
          • Dialog - Add Option 1 to DIALOG[3]
          • Set OptionP3[1] = (Last Created Dialog Button)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OptionClicked[2] = False
        • Then - Actions
          • Dialog - Add Option 2 to DIALOG[1]
          • Set OptionP1[2] = (Last Created Dialog Button)
          • Dialog - Add Option 2 to DIALOG[3]
          • Set OptionP3[2] = (Last Created Dialog Button)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OptionClicked[3] = False
        • Then - Actions
          • Dialog - Add Option 3 to DIALOG[1]
          • Set OptionP1[3] = (Last Created Dialog Button)
          • Dialog - Add Option 3 to DIALOG[3]
          • Set OptionP3[3] = (Last Created Dialog Button)
        • Else - Actions
      • Show DIALOG[1] for Player 1
      • Show DIALOG[3] for Player 3
  • Change dialog
    • Events
      • Dialog - Dialog Button is clicked for DIALOG[3]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked Dialog Button) equal to OptionP3[1]
        • Then - Actions
          • Set OptionClicked[1] = True
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked Dialog Button) equal to OptionP3[2]
        • Then - Actions
          • Set OptionClicked[2] = True
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked Dialog Button) equal to OptionP3[3]
        • Then - Actions
          • Set OptionClicked[3] = True
        • Else - Actions
      • Hide DIALOG[1] for Player 1
      • Hide DIALOG[2] for Player 2
      • Clear DIALOG[1]
      • Clear DIALOG[2]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OptionClicked[1] = False
        • Then - Actions
          • Dialog - Add Option 1 to DIALOG[1]
          • Set OptionP1[1] = (Last Created Dialog Button)
          • Dialog - Add Option 1 to DIALOG[2]
          • Set OptionP2[1] = (Last Created Dialog Button)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OptionClicked[2] = False
        • Then - Actions
          • Dialog - Add Option 2 to DIALOG[1]
          • Set OptionP1[2] = (Last Created Dialog Button)
          • Dialog - Add Option 2 to DIALOG[2]
          • Set OptionP2[2] = (Last Created Dialog Button)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OptionClicked[3] = False
        • Then - Actions
          • Dialog - Add Option 3 to DIALOG[1]
          • Set OptionP1[3] = (Last Created Dialog Button)
          • Dialog - Add Option 3 to DIALOG[2]
          • Set OptionP2[3] = (Last Created Dialog Button)
        • Else - Actions
      • Show DIALOG[1] for Player 1
      • Show DIALOG[2] for Player 2
DIALOG[1/2/3] are the 3 Dialogs
OptionP1[1/2/3] are the 3 Dialog Buttons for Player 1
OptionP2[1/2/3] are the 3 Dialog Buttons for Player 2
OptionP3[1/2/3] are the 3 Dialog Buttons for Player 3
OptionClicked[1/2/3] checks if the buttons has been clicked.

With these triggers, the dialog will re-appear every time a selection has been made. All options that have been chosen will not be displayed in the new Dialogs. Remember that this example was for only 3 players with each a personal Dialog which contained 3 dialogs that are the same.


PS: I know it's a really big trigger, but I'm the back-to-basics type, and thus use a lot or If/Then/Else triggers to get the job done :thumbs_up:
 
Player picks a race and make him pick again wiith 2 other races
but make it not for other races
okay I will sent it to you if u give me mail
 
You don't need to send by email. If the map is less then 5MB, you can attach the file to your post. If it's over 5MB, you should use an external file hosting site and post the URL you get in your post.

And what exactly do you mean by 'a player picks a race and then picks 2 other races again'?
 
there is taht file but something is in czech lagnguage but not that trigger
yea I mean 'a player picks a race and then picks 2 other races again'
 

Attachments

yes, but what's the use of picking again after choosing a race?

PS: Here's your map. I think it should be solved now. You made all 'clicked checking' variable 'RaceP1[1/2/3]clicked'. So all dialogs checked if the buttons were clicked for Player 1 only. Since their own buttons were also RaceP1[1/2/3]clicked, there was without any doubt a major mix-up in which dialog button has been clicked and which hasn't. I fixed that. If it still doesn't work, then I wouldn't know what the problem could be.

(I can't host, so I can't check if the other players get the right dialog shown.
 

Attachments

player 2 picked race Cechove...it adds hero and town hall for player 1 and player 1 could pick all 3 races and after pick of player 2 made dialog again and he could pick other 2 races
 
Player 2 taken CECHOVE and has got a hero and Town Hall, but after it dialog has displayed again and he had to choose all races without CECHOVE.
And player 1 could take every race what was in dialog !!! CECHOVE didn´t disappear:cry::cry:
No It isn´t what I wanted :((
 
I think I got an idea of what caused the re-appearance of the dialog.
If player 2 chooses something, it forces player 1 and 3 to show the dialogs, even if they chose already.

You should add another Boolean variable to it that checks if the player has chosen a race. If a dialog button has been clicked for a player, set the Boolean to True. In the part of the triggers that causes a new dialog to appear, check if the Boolean that checks if the player chose a race is equal to False. If it's false, show the new dialog to them. If it's true, don't show it.

This might also solve the second problem, but not sure.
 
Yeah a loop. BTW Avator, your "Back to Basics" always use If/Then/Else outlook sucks. Loops make for mush more readable, more efficient and generally easier to understand triggers...

More readable and understandable is the same and is indeed true. The problem is that looping here will be very annoying, since you got to exclude everyone who doesn't fit the picture, which changes 12 times. In other words: Your 'easy idea' can kiss my easy @$$.

PS: Sorry to have to put in such terms, but if you bring down my suggestions with one of your own makes me unhappy (unless my suggestion deserves to be brought down, which is not for these circumstances), but on top of that giving a suggestion that's even worse, is really crossing it in my opinion.
 
id write it for you but im not entire sure exactly what ur trying to acomplish, u can send me the map if u want and id take a look at it for you. [email protected]

dont forget a breif description detailing what you want to happen
 
id write it for you but im not entire sure exactly what ur trying to acomplish, u can send me the map if u want and id take a look at it for you. [email protected]

dont forget a breif description detailing what you want to happen

He already attached the map to a previous post, and I attached the first edited version to 1 of my posts... Look at the damn previous posts before asking something like this.

lol... why dont you just make a area where you can walk a wisp into and pick your race like that it would be ALOT easier that make this insane dialog lol

You're absolutely right. I think you should go with Shendoo2's suggestion, unless there's a reason why you can't have such an area.
 
He already attached the map to a previous post, and I attached the first edited version to 1 of my posts... Look at the damn previous posts before asking something like this.

what i wrote wasn't a question. thanks though. OH, and while were on the topic, if he didn't want to send it to me, he didn't have to. In other words, your comment/reply was 100% unnecessary.
 
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