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Alliances System v1.2

=========================
Alliances System v1.2

Made by BlueBerryWizard
=========================

This is a dialog menu based alliances system. It supports changes of player colour and name and shows player specific information. In particular, it shows who is an ally or enemy using indicators for each player and it replaces there own name with a cancel button. The map size with the system is only 14.1KB. The system is very fancy and pleasing to the eye. It uses sounds too when you ally/unally someone. Instructions on how to implement the system are included. There are some comments too which may help users with modifying it if for some reason they want to do that.

Variables [6 Total]
--------------------------------------------
Viewing_Alliances (Boolean Array)
DialogMenu_Ally (Dialog Array)
DialogMenu_Ally_Button (Dialog Button Array)
Player_Colour (Integer Array)
Colour_Array (Player Color Array)
Colours (String Array)
--------------------------------------------

If you have any suggestions for my system or need help with changing it, leave a comment on my site (or leave a comment and a good rating here ;)). I will be releasing alternate versions of the alliances menu system soon, as well as other systems that are related to players (boot menu, triggers for customizing player name and colour, etc.) which will be released separately as well as all together in one big package.

www.blueberrywizard.webs.com

UPDATES:
NOTICE: I recently fixed a small bug... look in comments for fix if you have already downloaded the system.
v1.2 = Now it actually works and is ready for release!
v1.1 = Added player specific dialog. (Now it contains indicators which show who you're allied to, who is your enemy, and it replaces your own name with a cancel button)
v1.0 = Basic version of my system

Thank you to the following: Clan Blue, AlexanderVo, the random people who helped test it, and the people in Clan BoM who got frustrated with me as they helped me out with formulas and debugging. :D
FYI: This system took about 10 hours over 2 days to make. Also, I have thoroughly tested everything and it works perfectly. Most of it was done in GUI with some parts in Jass.
Final Note: Don't eat my berries, this is my first system I've uploaded!

Keywords:
Alliances, System, v1.2, BlueBerryWizard, Ally, Unally, Colour, Dialog, Menu, War, MUI, Jass, GUI, Awesomeness, Fancy, Colourful, Clan, Blue
Contents

Alliances System (Map)

Reviews
06:32, 3rd Apr 2009 Eccho: Changes made (and I was wrong on a point). The system is not a very big one, but I guess it could be useful. Review changed.

Moderator

M

Moderator

06:32, 3rd Apr 2009
Eccho:

Changes made (and I was wrong on a point). The system is not a very big one, but I guess it could be useful.

Review changed.
 
Level 23
Joined
Nov 29, 2006
Messages
2,482
just go with jpg or png. That will be fine.
As long as you use the "update" button and dont make a new "clone" of the system, you are free to do whatever you want with it:p

-----

Please take a look at the following: The system doesn't seem to work as flawlessly as you say ._.

This pic shows that, no matter what string I choose (ally, war, alliances, unally) it just goes from ally to enemy to ally to enemy.
155gocg.png
 
Level 7
Joined
Aug 13, 2007
Messages
309
Eccho, the reason I have -war, -ally, and -unally in the system is so that people guessing what the command to bring up the menu is will get it right. Original command was just "-alliances". It's a n00b pleaser thing really.

Edit: Also, it shows in the menu if the player you are selecting in ally or enemy. When you select them it unallies them if they are an ally, or allies them if they are an enemy.
 
Level 23
Joined
Nov 29, 2006
Messages
2,482
Oh I see. It was just very confusing instead ^.^

Also, I have something else on my mind. I am not 100% sure that "triggering player" will work for a trigger with no event. I mean, once the player has typed the string, you direct it to another trigger. Sure, it is ran exactly at the same time, but imagine that it may give issues if you have several triggers firing and registring a triggering player event.
I suggest, instead of calling it, have it in the same trigger.
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
I have no grudge against you nor your system, but rating yourself i think is forbiden and cause eccho didn't say he did so, i didn't rate it and you have to post a reply to rate we have 3 persons who can rate:
-me
-you
-eccho
I didn't give it rating, and i doubt eccho did it so it means it was you, meaning you rated your own resource which is i think against the rules.
 
Level 23
Joined
Nov 29, 2006
Messages
2,482
Well, to sort this thing out, a guy names Ago or something voted without replying.

BlueBerryWizard, there may become issues with using a triggering player there, since, if you have a map firing and registring "triggering player" events during the map several times, the connection may be lost. I am telling you as a warning. It is not as safe as it would be if you merge the both triggers together.

Sure, never mind then. It does not bug now...
 
Level 7
Joined
Aug 13, 2007
Messages
309
Zomg bug!?

Last night I realized that it sets the boolean for "Viewing_Alliances" when a player types "-". This need to be fixed. Will update. (>_<) To everyone who has downloaded the map already, just move that boolean to the "Then - Actions" part. I was at work all day so I couldn't do anything about it till now.

EDIT: I've updated the map... and the picture still fails lol

  • Show Alliances Menu
    • Events
      • Player - Player 1 (Red) types a chat message containing - as A substring
      • Player - Player 2 (Blue) types a chat message containing - as A substring
      • Player - Player 3 (Teal) types a chat message containing - as A substring
      • Player - Player 4 (Purple) types a chat message containing - as A substring
      • Player - Player 5 (Yellow) types a chat message containing - as A substring
      • Player - Player 6 (Orange) types a chat message containing - as A substring
      • Player - Player 7 (Green) types a chat message containing - as A substring
      • Player - Player 8 (Pink) types a chat message containing - as A substring
      • Player - Player 9 (Gray) types a chat message containing - as A substring
      • Player - Player 10 (Light Blue) types a chat message containing - as A substring
      • Player - Player 11 (Dark Green) types a chat message containing - as A substring
      • Player - Player 12 (Brown) types a chat message containing - as A substring
    • Conditions
    • Actions
      • Set Viewing_Alliances[(Player number of (Triggering player))] = True //WRONG SPOT (>_<)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Substring((Entered chat string), 1, 5)) Equal to -ally
              • (Substring((Entered chat string), 1, 10)) Equal to -alliances
              • (Substring((Entered chat string), 1, 7)) Equal to -unally
              • (Substring((Entered chat string), 1, 4)) Equal to -war
        • Then - Actions
          • //>Put the boolean here<
          • Dialog - Clear DialogMenu_Ally[(Player number of (Triggering player))]
          • Trigger - Run Colour Refresh <gen> (ignoring conditions)
          • Trigger - Run Alliances Menu <gen> (ignoring conditions)
        • Else - Actions
 
Last edited:
Level 12
Joined
Aug 22, 2008
Messages
911
I am not 100% sure that "triggering player" will work for a trigger with no event. I mean, once the player has typed the string, you direct it to another trigger. Sure, it is ran exactly at the same time, but imagine that it may give issues if you have several triggers firing and registring a triggering player event.
I suggest, instead of calling it, have it in the same trigger.

If the trigger was brought by another trigger via 'Run Trigger', the Triggering values remain. Same for units, out of experience.
 
Level 7
Joined
Aug 13, 2007
Messages
309
Looks nice! Cept for that saying the same thing allies/disallies.. I guess that could be useful though :D
4/5

What did you mean when you said "Cept for that saying the same thing allies/disallies.."? Do you mean you don't like it when it displays a message, for example, saying {insert player name here} has allied{insert another player name here}? o.o
 
Level 4
Joined
Jul 20, 2011
Messages
77
i am getting an error when i try importing this, when i test map it says there is an expected name or something then turns off the trigger.

EDIT: if ( not ( GetClickedButtonBJ() == udg_DialogMenu_Ally_Button[(( GetConvertedPlayerId(GetTriggerPlayer()) - 1) * 12 + ( GetForLoopIndexA()) )] ) ) then

Line 90: expected a name

endif

Line 92: Expected a Code Statement
 
Level 2
Joined
Jul 23, 2012
Messages
16
i am getting an error when i try importing this, when i test map it says there is an expected name or something then turns off the trigger.

EDIT: if ( not ( GetClickedButtonBJ() == udg_DialogMenu_Ally_Button[(( GetConvertedPlayerId(GetTriggerPlayer()) - 1) * 12 + ( GetForLoopIndexA()) )] ) ) then

Line 90: expected a name

endif

Line 92: Expected a Code Statement

i get this same error on my map
 
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