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[Trigger] Creating dialog system for Dual Arena

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Level 6
Joined
Sep 27, 2008
Messages
258
Ok i have been trying to make a dual system for my map and i am stuck here is what i have so far.
  • ChallengeT1
    • Events
      • Player - Player 1 (Red) types a chat message containing -Dual as An exact match
      • Player - Player 2 (Blue) types a chat message containing -Dual as An exact match
      • Player - Player 3 (Teal) types a chat message containing -Dual as An exact match
      • Player - Player 4 (Purple) types a chat message containing -Dual as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -Dual as An exact match
    • Conditions
    • Actions
      • Dialog - Change the title of PickOpponent[1] to Pick Opponent
      • Dialog - Create a dialog button for PickOpponent[1] labelled Player 6
      • Set DialogButton[6] = (Last created dialog Button)
      • Dialog - Create a dialog button for PickOpponent[1] labelled Player 7
      • Set DialogButton[7] = (Last created dialog Button)
      • Dialog - Create a dialog button for PickOpponent[1] labelled Player 8
      • Set DialogButton[8] = (Last created dialog Button)
      • Dialog - Create a dialog button for PickOpponent[1] labelled Player 9
      • Set DialogButton[9] = (Last created dialog Button)
      • Dialog - Create a dialog button for PickOpponent[1] labelled Player 10
      • Set DialogButton[10] = (Last created dialog Button)
      • Dialog - Show PickOpponent[1] for (Triggering player)
  • ChallengeT2
    • Events
      • Player - Player 6 (Orange) types a chat message containing -Dual as An exact match
      • Player - Player 7 (Green) types a chat message containing -Dual as An exact match
      • Player - Player 8 (Pink) types a chat message containing -Dual as An exact match
      • Player - Player 9 (Gray) types a chat message containing -Dual as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -Dual as An exact match
    • Conditions
    • Actions
      • Dialog - Change the title of PickOpponent[2] to Pick Opponent
      • Dialog - Create a dialog button for PickOpponent[2] labelled Player 1
      • Set DialogButton[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for PickOpponent[2] labelled Player 2
      • Set DialogButton[2] = (Last created dialog Button)
      • Dialog - Create a dialog button for PickOpponent[2] labelled Player 3
      • Set DialogButton[3] = (Last created dialog Button)
      • Dialog - Create a dialog button for PickOpponent[2] labelled Player 4
      • Set DialogButton[4] = (Last created dialog Button)
      • Dialog - Create a dialog button for PickOpponent[2] labelled Player 5
      • Set DialogButton[5] = (Last created dialog Button)
      • Dialog - Show PickOpponent[2] for (Triggering player)
  • CT1Button Press
    • Events
      • Dialog - A dialog button is clicked for PickOpponent[1]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[6]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[1] to Dual?
          • Dialog - Create a dialog button for YesOrNo[1] labelled Accept
          • Set Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[1] labelled Decline
          • Set No[1] = (Last created dialog Button)
          • Dialog - Show YesOrNo[1] for Player 6 (Orange)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[7]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[1] to Dual?
          • Dialog - Create a dialog button for YesOrNo[1] labelled Accept
          • Set Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[1] labelled Decline
          • Set No[1] = (Last created dialog Button)
          • Dialog - Show YesOrNo[1] for Player 7 (Green)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[8]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[1] to Dual?
          • Dialog - Create a dialog button for YesOrNo[1] labelled Accept
          • Set Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[1] labelled Decline
          • Set No[1] = (Last created dialog Button)
          • Dialog - Show YesOrNo[1] for Player 8 (Pink)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[9]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[1] to Dual?
          • Dialog - Create a dialog button for YesOrNo[1] labelled Accept
          • Set Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[1] labelled Decline
          • Set No[1] = (Last created dialog Button)
          • Dialog - Show YesOrNo[1] for Player 9 (Gray)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[10]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[1] to Dual?
          • Dialog - Create a dialog button for YesOrNo[1] labelled Accept
          • Set Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[1] labelled Decline
          • Set No[1] = (Last created dialog Button)
          • Dialog - Show YesOrNo[1] for Player 10 (Light Blue)
        • Else - Actions
  • CT2Button Press
    • Events
      • Dialog - A dialog button is clicked for PickOpponent[2]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[1]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[2] to Dual?
          • Dialog - Create a dialog button for YesOrNo[2] labelled Accept
          • Set Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[2] labelled Decline
          • Set No[2] = (Last created dialog Button)
          • Dialog - Show YesOrNo[2] for Player 1 (Red)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[2]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[2] to Dual?
          • Dialog - Create a dialog button for YesOrNo[2] labelled Accept
          • Set Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[2] labelled Decline
          • Set No[2] = (Last created dialog Button)
          • Dialog - Show YesOrNo[2] for Player 2 (Blue)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[3]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[2] to Dual?
          • Dialog - Create a dialog button for YesOrNo[2] labelled Accept
          • Set Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[2] labelled Decline
          • Set No[2] = (Last created dialog Button)
          • Dialog - Show YesOrNo[2] for Player 3 (Teal)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[4]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[2] to Dual?
          • Dialog - Create a dialog button for YesOrNo[2] labelled Accept
          • Set Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[2] labelled Decline
          • Set No[2] = (Last created dialog Button)
          • Dialog - Show YesOrNo[2] for Player 4 (Purple)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[5]
        • Then - Actions
          • Dialog - Change the title of YesOrNo[2] to Dual?
          • Dialog - Create a dialog button for YesOrNo[2] labelled Accept
          • Set Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for YesOrNo[2] labelled Decline
          • Set No[2] = (Last created dialog Button)
          • Dialog - Show YesOrNo[2] for Player 5 (Yellow)
        • Else - Actions
  • CT1Dual
    • Events
      • Dialog - A dialog button is clicked for YesOrNo[1]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to Yes[1]
        • Then - Actions
        • Else - Actions
  • CT2Dual
    • Events
      • Dialog - A dialog button is clicked for YesOrNo[2]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to Yes[2]
        • Then - Actions
        • Else - Actions
so lets say player 1 types -dual and he clicks on player 6's button then player 6 hits the yes button

how do i make it move player 1's hero and player 6's hero to a dual area

If you need more info just ask
 
Last edited:
Save the hero when the hero is picked (via sell or creation) as:
  • Set Hero[(Player number of (Triggering player))] = (Last created unit)
When player 1 for example sends a request, save the player to the enemy player the request has been sent to. Then, when the player hits the "yes" dialog, load the number of the player from the hashtabe and move their heroes to the arena.
 
Level 6
Joined
Sep 27, 2008
Messages
258
So the variable "Set Hero" will be set to whoever types -dual?

and if so would i also have to do that for when he picks his opponent?
 
Level 6
Joined
Sep 27, 2008
Messages
258
Also remember to adjust the initial size of the dialog array so the dialogs will be initialized. If the initial size is 1, then only indexes 0 and 1 will be initialized, 2 won't be.

ok thanks i didn't know that


So the variable "Set Hero" will be set to whoever types -dual?

and if so would i also have to do that for when he picks his opponent?
????
 
Last edited:
Level 6
Joined
Sep 27, 2008
Messages
258
So instead of opening a knew thread about the same thing I will just post in here
I just want to know if this looks like it would work

  • Pit Lord
    • Events
      • Unit - A unit comes within 100.00 of Pit Lord 0004 <gen>
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) belongs to an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Unit - Create 1 Pit Lord for (Owner of (Triggering unit)) at (Center of Team one area <gen>) facing Default building facing degrees
          • Set DS_SetHero[(Player number of (Triggering player))] = (Last created unit)
        • Else - Actions
          • Unit - Create 1 Pit Lord for (Owner of (Triggering unit)) at (Center of Team two area <gen>) facing Default building facing degrees
          • Set DS_SetHero[(Player number of (Triggering player))] = (Last created unit)
  • Dark Ranger
    • Events
      • Unit - A unit comes within 100.00 of Dark Ranger 0005 <gen>
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) belongs to an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Unit - Create 1 Dark Ranger for (Owner of (Triggering unit)) at (Center of Team one area <gen>) facing Default building facing degrees
          • Set DS_SetHero[(Player number of (Triggering player))] = (Last created unit)
        • Else - Actions
          • Unit - Create 1 Dark Ranger for (Owner of (Triggering unit)) at (Center of Team two area <gen>) facing Default building facing degrees
          • Set DS_SetHero[(Player number of (Triggering player))] = (Last created unit)
  • Dual Delay
    • Events
      • Time - Elapsed game time is 10.00 seconds
    • Conditions
    • Actions
      • -------- Setting Hashtable up for later use --------
      • Hashtable - Create a hashtable
      • Set DS_Hashtable = (Last created hashtable)
      • -------- Letting player's know Dual's are available --------
      • Game - Display to (All players) the text: You May Now Dual ...
      • -------- Turning Dual triggers on --------
      • Trigger - Turn on Dual Team 1 <gen>
      • Trigger - Turn on Dual Team 2 <gen>
  • Dual Team 1
    • Events
      • Player - Player 1 (Red) types a chat message containing -Dual as An exact match
      • Player - Player 2 (Blue) types a chat message containing -Dual as An exact match
      • Player - Player 3 (Teal) types a chat message containing -Dual as An exact match
      • Player - Player 4 (Purple) types a chat message containing -Dual as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -Dual as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DS_DualOn Equal to True
        • Then - Actions
          • Game - Display to (Player group((Triggering player))) the text: |cfffed312Duel is i...
        • Else - Actions
          • Hashtable - Save Handle Of(Triggering player) as 1 of 1 in DS_Hashtable
          • Dialog - Change the title of DS_PickOpponent[1] to |cffFFFFFFPick Oppo...
          • Dialog - Create a dialog button for DS_PickOpponent[1] labelled |cffFF8000Player6|r
          • Set DS_DialogButton[6] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_PickOpponent[1] labelled |cff00A600Player7|r
          • Set DS_DialogButton[7] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_PickOpponent[1] labelled |cffFF48A4Player8|r
          • Set DS_DialogButton[8] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_PickOpponent[1] labelled |cff808080Player9|r
          • Set DS_DialogButton[9] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_PickOpponent[1] labelled |cff5BADFFPlayer10|...
          • Set DS_DialogButton[10] = (Last created dialog Button)
          • Dialog - Show DS_PickOpponent[1] for (Triggering player)
  • Dual Team 2
    • Events
      • Player - Player 6 (Orange) types a chat message containing -Dual as An exact match
      • Player - Player 7 (Green) types a chat message containing -Dual as An exact match
      • Player - Player 8 (Pink) types a chat message containing -Dual as An exact match
      • Player - Player 9 (Gray) types a chat message containing -Dual as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -Dual as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DS_DualOn Equal to True
        • Then - Actions
          • Game - Display to (Player group((Triggering player))) the text: |cfffed312Duel is i...
        • Else - Actions
          • Hashtable - Save Handle Of(Triggering player) as 2 of 2 in DS_Hashtable
          • Dialog - Change the title of DS_PickOpponent[2] to |cffFFFFFFPick Oppo...
          • Dialog - Create a dialog button for DS_PickOpponent[2] labelled |cffFF0000Player1|r
          • Set DS_DialogButton[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_PickOpponent[2] labelled |cff0000FFPlayer2|r
          • Set DS_DialogButton[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_PickOpponent[2] labelled |cff00FFFFPlayer3|r
          • Set DS_DialogButton[3] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_PickOpponent[2] labelled |cff400080Player4|r
          • Set DS_DialogButton[4] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_PickOpponent[2] labelled |cffFFFF00Player5|r
          • Set DS_DialogButton[5] = (Last created dialog Button)
          • Dialog - Show DS_PickOpponent[2] for (Triggering player)
  • Accept Reject T1
    • Events
      • Dialog - A dialog button is clicked for DS_PickOpponent[1]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[6]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[1] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Accept
          • Set DS_Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Decline
          • Set DS_No[1] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[1] for Player 6 (Orange)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[7]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[1] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Accept
          • Set DS_Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Decline
          • Set DS_No[1] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[1] for Player 7 (Green)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[8]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[1] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Accept
          • Set DS_Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Decline
          • Set DS_No[1] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[1] for Player 8 (Pink)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[9]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[1] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Accept
          • Set DS_Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Decline
          • Set DS_No[1] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[1] for Player 9 (Gray)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[10]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[1] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Accept
          • Set DS_Yes[1] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[1] labelled Decline
          • Set DS_No[1] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[1] for Player 10 (Light Blue)
        • Else - Actions
  • Accept Reject T2
    • Events
      • Dialog - A dialog button is clicked for DS_PickOpponent[2]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[1]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[2] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Accept
          • Set DS_Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Decline
          • Set DS_No[2] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[2] for Player 1 (Red)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[2]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[2] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Accept
          • Set DS_Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Decline
          • Set DS_No[2] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[2] for Player 2 (Blue)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[3]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[2] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Accept
          • Set DS_Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Decline
          • Set DS_No[2] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[2] for Player 3 (Teal)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[4]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[2] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Accept
          • Set DS_Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Decline
          • Set DS_No[2] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[2] for Player 4 (Purple)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_DialogButton[5]
        • Then - Actions
          • Dialog - Change the title of DS_AcceptReject[2] to Dual?
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Accept
          • Set DS_Yes[2] = (Last created dialog Button)
          • Dialog - Create a dialog button for DS_AcceptReject[2] labelled Decline
          • Set DS_No[2] = (Last created dialog Button)
          • Dialog - Show DS_AcceptReject[2] for Player 5 (Yellow)
        • Else - Actions
  • Outcome1
    • Events
      • Dialog - A dialog button is clicked for DS_AcceptReject[1]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_Yes[1]
        • Then - Actions
          • Hashtable - Save Handle Of(Triggering player) as 3 of 3 in DS_Hashtable
          • Unit - Move DS_SetHero[(Key (Load 1 of 1 in DS_Hashtable))] instantly to (Center of Team1 start <gen>)
          • Unit - Move DS_SetHero[(Key (Load 3 of 3 in DS_Hashtable))] instantly to (Center of Team2 start <gen>)
          • Set DS_DualOn = True
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_No[1]
        • Then - Actions
          • -------- Not need unless you want something like it --------
          • Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Actions)
            • Loop - Actions
              • Player - Add 500 to (Picked player) Current gold
        • Else - Actions
  • Outcome2
    • Events
      • Dialog - A dialog button is clicked for DS_AcceptReject[2]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_Yes[2]
        • Then - Actions
          • Hashtable - Save Handle Of(Triggering player) as 4 of 4 in DS_Hashtable
          • Unit - Move DS_SetHero[(Key (Load 2 of 2 in DS_Hashtable))] instantly to (Center of Team2 start <gen>)
          • Unit - Move DS_SetHero[(Key (Load 4 of 4 in DS_Hashtable))] instantly to (Center of Team1 start <gen>)
          • Set DS_DualOn = True
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DS_No[2]
        • Then - Actions
          • -------- Not need unless you want something like it --------
          • Player Group - Pick every player in (All allies of Player 6 (Orange)) and do (Actions)
            • Loop - Actions
              • Player - Add 500 to (Picked player) Current gold
        • Else - Actions
  • Dual Over
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to (Load 1 of 1 in DS_Hashtable)
        • Then - Actions
          • Unit - Move DS_SetHero[(Key (Load 3 of 3 in DS_Hashtable))] instantly to (Center of Team two area <gen>)
          • Set DS_DualOn = False
          • -------- Not need unless you want something like it --------
          • Player Group - Pick every player in (All allies of Player 6 (Orange)) and do (Actions)
            • Loop - Actions
              • Player - Add 1000 to (Picked player) Current gold
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to (Load 3 of 3 in DS_Hashtable)
        • Then - Actions
          • Unit - Move DS_SetHero[(Key (Load 1 of 1 in DS_Hashtable))] instantly to (Center of Team one area <gen>)
          • Set DS_DualOn = False
          • -------- Not need unless you want something like it --------
          • Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Actions)
            • Loop - Actions
              • Player - Add 1000 to (Picked player) Current gold
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to (Load 2 of 2 in DS_Hashtable)
        • Then - Actions
          • Unit - Move DS_SetHero[(Key (Load 4 of 4 in DS_Hashtable))] instantly to (Center of Team one area <gen>)
          • Set DS_DualOn = False
          • -------- Not need unless you want something like it --------
          • Player Group - Pick every player in (All allies of Player 6 (Orange)) and do (Actions)
            • Loop - Actions
              • Player - Add 1000 to (Picked player) Current gold
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to (Load 4 of 4 in DS_Hashtable)
        • Then - Actions
          • Unit - Move DS_SetHero[(Key (Load 2 of 2 in DS_Hashtable))] instantly to (Center of Team two area <gen>)
          • Set DS_DualOn = False
          • -------- Not need unless you want something like it --------
          • Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Actions)
            • Loop - Actions
              • Player - Add 1000 to (Picked player) Current gold
        • Else - Actions
 
Last edited:
Level 6
Joined
Sep 27, 2008
Messages
258
so will this fix the 3 leak types i have

  • Then - Actions
    • Set DS_TempGroup = (Player group((Triggering player)))
    • -------- If a Dual is going it displays a message to the players --------
    • Game - Display to DS_TempGroup the text: |cfffed312Duel is i...
    • Custom script: call DestroyGroup (udg_DS_TempGroup)
  • Then - Actions
    • -------- Not need unless you want something like it --------
    • Set DS_TempGroup = (All allies of Player 1 (Red))
    • Player Group - Pick every player in DS_TempGroup and do (Actions)
      • Loop - Actions
        • Player - Add 500 to (Picked player) Current gold
    • Custom script: call DestroyGroup (udg_DS_TempGroup)
  • Then - Actions
    • -------- Saveing the triggering player --------
    • Hashtable - Save Handle Of(Triggering player) as 3 of 3 in DS_Hashtable
    • -------- Moving the heroes to dual area --------
    • Set DS_TempPoint = (Center of Team1 start <gen>)
    • Unit - Move DS_SetHero[(Key (Load 1 of 1 in DS_Hashtable))] instantly to DS_TempPoint
    • Custom script: call RemoveLocation (udg_DS_TempPoint)
    • Set DS_TempPoint = (Center of Team2 start <gen>)
    • Unit - Move DS_SetHero[(Key (Load 3 of 3 in DS_Hashtable))] instantly to DS_TempPoint
    • Custom script: call RemoveLocation (udg_DS_TempPoint)
    • -------- Turning DS_Dual on so trigger will know a dual is going --------
    • Set DS_DualOn = True
 
Level 6
Joined
Sep 27, 2008
Messages
258
so like this?

  • Then - Actions
    • -------- Saveing the triggering player --------
    • Hashtable - Save Handle Of(Triggering player) as 3 of 3 in DS_Hashtable
    • -------- Moving the heroes to dual area --------
    • Set DS_TempPoint1 = (Center of Team1 start <gen>)
    • Unit - Move DS_SetHero[(Key (Load 1 of 1 in DS_Hashtable))] instantly to DS_TempPoint1
    • Set DS_TempPoint2 = (Center of Team2 start <gen>)
    • Unit - Move DS_SetHero[(Key (Load 3 of 3 in DS_Hashtable))] instantly to DS_TempPoint1
    • Custom script: call RemoveLocation (udg_DS_TempPoint1)
    • Custom script: call RemoveLocation (udg_DS_TempPoint2)
    • -------- Turning DS_Dual on so trigger will know a dual is going --------
    • Set DS_DualOn = True
.
and i keep getting a
invalid argument type (force) error
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
  • Then - Actions
    • Set Force = (Player group((Triggering player)))
    • -------- If a Dual is going it displays a message to the players --------
    • Game - Display to Force the text: |cfffed312Duel is i...
    • Custom script: call DestroyForce(udg_Force)
And you don't need to use different variables for the locations if you use them like that.
 
Level 6
Joined
Sep 27, 2008
Messages
258
ok so i tried it with my bro
i was 1st slot team one red
he was 1st slot team two orange
it got to the point when he can accept the dual or refuse so he hit accept
but it didn't telaport us to the dual area
 
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