- Joined
- May 26, 2009
- Messages
- 1,829
thanks for the submission to the spell section there's a number of questions and criticisms I have regarding this:
- Why are all the buttons created every time a player types -allies, the buttons are always the same
- Why are there "If clicked dialog button" conditions in a trigger that only runs when people type -allies and not when they click a button - surely these will never run
- Why are there two triggers which both run off the same action, these could easily be combined
- What are the benefits of using this system over the inbuilt allied systems? (when would you ever give an enemy shared vision?) the only thing to note is making players neutral to eachother
- This isn't MPI - two people cannot use the dialog menu at the same time
- When one person types -allies everybody is given the dialog screen, why not only show it to the person who wanted to see it?
- Store temporary values (such as clicked dialog button) into temporary variables, this will make the code run faster
- You don't need 12 triggers for each of the options, you could easily turn this into one trigger.
- set SPlayer = clicked player dialog button (instead of turning on one of your 12 triggers)
- if clicked button is options[1] then make triggering player treat SPlayer as an ally (etc.)
- In extension to the above, you don't need those 12 if statements, you could run a simple loop: for every looper in 0 to 11 (variables start counting from 0) if (Clicked dialog button) Equal to DialogButtons[looper] then set SPlayer = Player(looper), skip remaining actions (exits the loop once the player is found)
- In the interest of making this MPI in the above SPlayer would also probably need to be indexed to the triggering player number
- You never turn off any of those 12 triggers after they've been used; I don't believe this system even works in its current form
for these reasons I'm setting this to needs fix for now
- Why are all the buttons created every time a player types -allies, the buttons are always the same
- Why are there "If clicked dialog button" conditions in a trigger that only runs when people type -allies and not when they click a button - surely these will never run
- Why are there two triggers which both run off the same action, these could easily be combined
- What are the benefits of using this system over the inbuilt allied systems? (when would you ever give an enemy shared vision?) the only thing to note is making players neutral to eachother
- This isn't MPI - two people cannot use the dialog menu at the same time
- When one person types -allies everybody is given the dialog screen, why not only show it to the person who wanted to see it?
- Store temporary values (such as clicked dialog button) into temporary variables, this will make the code run faster
- You don't need 12 triggers for each of the options, you could easily turn this into one trigger.
- set SPlayer = clicked player dialog button (instead of turning on one of your 12 triggers)
- if clicked button is options[1] then make triggering player treat SPlayer as an ally (etc.)
- In extension to the above, you don't need those 12 if statements, you could run a simple loop: for every looper in 0 to 11 (variables start counting from 0) if (Clicked dialog button) Equal to DialogButtons[looper] then set SPlayer = Player(looper), skip remaining actions (exits the loop once the player is found)
- In the interest of making this MPI in the above SPlayer would also probably need to be indexed to the triggering player number
- You never turn off any of those 12 triggers after they've been used; I don't believe this system even works in its current form
for these reasons I'm setting this to needs fix for now