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Do you know a efficient way to make dialogues for more than 1 player?

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Just turn cinematic mode on for all players and send a transmission to all players with the dialogue. I dunno if you need to clean the player group; I thought that was just for points and regions.

then make an event where if a player skips the dialogue, you turn cinematic mode off for a player. Sorry, I’m not at my pc right now.
 
Just turn cinematic mode on for all players and send a transmission to all players with the dialogue. I dunno if you need to clean the player group; I thought that was just for points and regions.

then make an event where if a player skips the dialogue, you turn cinematic mode off for a player. Sorry, I’m not at my pc right now.
I think I should have specified that it is not in cinematics and that I wanna is run it for specific player in certain moment but all players can do it, like find a people in RPGs.
 
You mean you want the player to be able to do stuff like move and cast spells while in pseudo cinematic mode?

Try this:
In map initialization make a variable array called Player And set Player[1] to player 1 (blue).

Now use this to make player 1 or any player enter pseudo cinematic mode:
Custom script effect:
“call CinematicModeBJl(true, GetForceOfPlayer(udg_Player[1]) )“ just copy and paste what I typed inside the quotes to custom script.
Change udg_Player[1] to udg_Player[2] to make player 2 enter pseudo cinematic mode and make sure you set the Player[2] variable to player 2 in map initialization.
Then create an effect sending transmission from a unit to the same player.

To turn it off, create another Custom script effect:
“call CinematicModeBJl(false, GetForceOfPlayer(udg_Player[1]) )“
 
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You mean you want the player to be able to do stuff like move and cast spells while in pseudo cinematic mode?

Try this:
In map initialization make a variable array called Player And set Player[1] to player 1 (blue).

Now use this to make player 1 or any player enter pseudo cinematic mode:
Custom script effect:
“call CinematicModeBJl(true, GetForceOfPlayer(udg_Player[1]) )“ just copy and paste what I typed inside the quotes to custom script.
Change udg_Player[1] to udg_Player[2] to make player 2 enter pseudo cinematic mode and make sure you set the Player[2] variable to player 2 in map initialization.
Then create an effect sending transmission from a unit to the same player.

To turn it off, create another Custom script effect:
“call CinematicModeBJl(false, GetForceOfPlayer(udg_Player[1]) )“
What? No, I don't wanna any type of cinematic mode, and if I wanna, I know what have to do, I just gonna use texts in the screen, a unit gets in range to a unit and start a conversation (don't say me how to do it, I know), and do really the all the dialogues skip if I turn off the cinematic mode?, I doubt it, but I never tried it.
I wanna know what is the more efficient way to:
-Check certain conditions, because it can be different conversations.
-Do the final actions even I skip.
-Clear memory leaks.
-Or make it impossible to enter in a dialogue when is in dialogue or make a owner of the unit enter in that dialogue if it aproches.
 
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