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Dialog buttons

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Level 5
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Feb 27, 2009
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I know how to make dialog buttons appear on the pop up menu and how to get it all to work. However, I find that menu annoying.

How do you put dialog buttons in shops, items (spellbook), and in the map interface (where it usually has the 'attack' 'move' 'stop' buttons) in general? I've seen other maps do this so I know it is possible.
 
I know how to make dialog buttons appear on the pop up menu and how to get it all to work. However, I find that menu annoying.

How do you put dialog buttons in shops, items (spellbook), and in the map interface (where it usually has the 'attack' 'move' 'stop' buttons) in general? I've seen other maps do this so I know it is possible.

I think you are talking about special scripted/triggered menus like in an RPG map I played before where you click one item then some more functions/actions show up and so on.....

Plus basically if they are not in the dialog menu you cannot call them a dialog button anymore...
 
Level 5
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No, it is dialogs. I know this because I was so curious about how it was done, I tried to look into a map and all I saw was that it was being set by dialog buttons. It definitely wasn't a spellbook. The 'abilities' or 'spells' for those options (that the buttons represented) simply did not exist.

I was hoping someone here would know. Oh well...
 
Level 8
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Aug 2, 2006
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No it is abilities... not necessarily a spell book, it could be a building with abilities.

Dialog buttons appear in the middle of the screen where the main menu appears.

What map are you talking about? If you unprotected it, there won't be ANYTHING in the object editor, it'll all be initialized in the triggers.

If you want it in the middle of the screen, use dialog buttons. If you want it in the lower right with all the buttons, use abilities. END OF STORY.
 
Level 15
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Jan 27, 2007
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What about the icons that appear in the map itself? just like Diablo III:Wc3, or Tkok...
Mr Cheese, maybe if you can tell us further information we might help you better, it's just i don't really get what you try to tell.
I'm pretty sure that what it was, it was a spellbook, some people in the past, used triggers to make spellbooks (really xD)
and as LazyCoder said, if you unprotected it, no object data will appear, so maybe it's because of that, because it's just IMPOSIBLE to cast ingame an unexisting spell.
 
Level 5
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OK, I'm finding out that the map I was looking at was an older version of the one I played. I played the older version and the options were done through chat commands. So we all end up right. You all are right that it was a spellbook, and I was right the "spells" weren't in the map I was looking at! haha

Here is what I want to know how to do.

The map starts. Without selecting any unit, the player hits "escape" and a "spellbook" appears with "options" that are selected or not.

I know about the chat message event trigger. But how do you put in another button without it being text?

BTW, do any of you know how to make a trigger that can change a map of summer to a map of winter (or anything else)? From what I know, I have to mess with terrain. But this map did it with a trigger! Even the trees had snow on them.

Rep to anyone who can answer. =)

PS- Is there a way to make a shop exclusive to a type of hero? I want to make a shop for bow heroes, but I do not want other players to take the items. How do you get a shop to activate only in certain conditions (but not player conditions)?
 
Level 15
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Jan 27, 2007
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first create some skills such as.. thunder clap, or taunt, instant cast, not targetable.
And name them as you want, for example

Fast Mode (Thunder clap ability base)
Normal Mode (taunt base)
Turtle Mode (war stomp base)


then add those skills to a dummy unit
then once you've got those, you now have to trigger
you have to make the game to select the unit, and let the players select the ability (or mode in this case)
once a mode is clicked, make an action
um give me a sec, i'll make them for you...

EDIT:
  • Start
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • Selection - Select (the dummy unit)
with that you will have your dummy selected at gamestart

and then create another trigger
  • Mode Selection
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Fast Mode
        • Then - Actions
          • Trigger - Turn on (Fast Mode Trigger)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Ability being cast) Equal to Normal Mode
            • Then - Actions
              • Trigger - Turn on (Normal Mode Trigger)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Ability being cast) Equal to Turtle Mode
                • Then - Actions
                  • Trigger - Turn on (Turtle Mode Trigger)
                • Else - Actions
by doing that it will determinate what button (or skill) has been pressed, and you will be able to do whatever you want, for example by doing this one of those triggers could be...

  • TURTLE MODE TRIGGER
    • Events
    • Conditions
    • Actions
      • Unit - Add Slow Aura to (Unit)
that aura lets suposse it's added to some unit hiden in the map, that affects EVERY unit in the map, with a range of 99999, and so it would slow down every unit in the map and make a succesful TURTLE mode.

hope it's of help :)
 
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