Can anyone please tell me what the problem is? I was making this for myself, I took the trigger from wa666r's Forsaken map, I made my own variables in the trigger editor but the yes and no button still doesn't show up, any idea why?
cause im new to this trigger thingy lol, didnt know if i should put all, so do i just put player 1 and remove the other 7?Why are you using pick every player if you're showing the dialog for a single player?
No, just remove Pick Every Player.cause im new to this trigger thingy lol, didnt know if i should put all, so do i just put player 1 and remove the other 7?
Oh sure, please do! Thanks anyways manNo, just remove Pick Every Player.
You know, you don't have to create a seperate trigger for each player, you can do everything in a single one. I could show you how to do it but I'm not on my computer right now, I'll explain later.
Oh, neat! Thanks again man!Here you go, I also attached a test map.
Dialog
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Set Player_Group = (All players matching ((((Matching player) controller) Equal to User) and ((Race of (Matching player)) Equal to Human)))
Player Group - Pick every player in Player_Group and do (Actions)
Loop - Actions
Set Player_Index = (Player number of (Picked player))
Dialog - Clear Dialog[Player_Index]
Dialog - Change the title of Dialog[Player_Index] to Play as the Syndica...
Dialog - Create a dialog button for Dialog[Player_Index] labelled Syndicate
Set Syndicate[Player_Index] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog[Player_Index] labelled Other
Set Other[Player_Index] = (Last created dialog Button)
Dialog - Show Dialog[Player_Index] for (Picked player)
Custom script: call DestroyForce (udg_Player_Group)
Sorry again, if you don't mind, do you mind checking this map out?Here you go, I also attached a test map.
Dialog
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Set Player_Group = (All players matching ((((Matching player) controller) Equal to User) and ((Race of (Matching player)) Equal to Human)))
Player Group - Pick every player in Player_Group and do (Actions)
Loop - Actions
Set Player_Index = (Player number of (Picked player))
Dialog - Clear Dialog[Player_Index]
Dialog - Change the title of Dialog[Player_Index] to Play as the Syndica...
Dialog - Create a dialog button for Dialog[Player_Index] labelled Syndicate
Set Syndicate[Player_Index] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog[Player_Index] labelled Other
Set Other[Player_Index] = (Last created dialog Button)
Dialog - Show Dialog[Player_Index] for (Picked player)
Custom script: call DestroyForce (udg_Player_Group)
oh no, that wasnt there when i first have that problem D: but thanks thoYou have to assign the corresponding variable of the race that you want to use in the line I marked:
View attachment 368650
I have attached your map again with that problem fixed. However, I noticed another error, because when you choose Undeads or Night Elves the nearby gold mine disappears.
You have to assign the corresponding variable of the race that you want to use in the line I marked:
View attachment 368650
I have attached your map again with that problem fixed. However, I noticed another error, because when you choose Undeads or Night Elves the nearby gold mine disappears.
You're trying to implement a Custom Entangled Gold Mine, right?View attachment 368651
That's weird, only night elves have this problem, my undead works just fine, tho i gave me an extra ghoul for some reason, lol
I have this ability implemented, how come it still doesnt work? thats weird cuz i took a look at ujimasa hojo's sfa map series and thats how i got the idea
Yeah, I had this Enchanted Gold Mine for the nagas, lol, and ye tbh it's a pain in the ass, tho I will ignore it for now, not like the goldmine's completely gone anyway, but again thanks manYou're trying to implement a Custom Entangled Gold Mine, right?
I must tell you that this is one of the most challenging things, because the game just refuses to collaborate and puts up one barrier after another. There are some solutions for this, but they are often very difficult to implement. The easiest way I know of to do it is to simply replace both the original Tree of Life and the Entangled Gold Mine with the custom ones, but maybe someone else knows another way to do it.