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[Trigger] How to fix the dialogue entry speed

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Level 11
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I have a really large problem with my map, i wanted to ask if there is any way to make all your dialogue open up seperatly at the beginning of the game, i tried many things to fix this problem but the dialogue doesnt seem to pause at all. Please Help :cry:
Heres one of my triggers:
  • Dialogue
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Dialog - Change the title of DialogueFood to How Many Men Do You...
      • Dialog - Create a dialog button for DialogueFood labelled 100 Men
      • Set DialogueFoodButton[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogueFood labelled 200 Men
      • Set DialogueFoodButton[2] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogueFood labelled 300 Men
      • Set DialogueFoodButton[3] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogueFood labelled No Food Limit
      • Set DialogueFoodButton[4] = (Last created dialog Button)
      • Dialog - Show DialogueFood for Player 1 (Red)
Dialogue Action:
  • Dialogue
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Dialog - Change the title of DialogueFood to How Many Men Do You...
      • Dialog - Create a dialog button for DialogueFood labelled 100 Men
      • Set DialogueFoodButton[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogueFood labelled 200 Men
      • Set DialogueFoodButton[2] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogueFood labelled 300 Men
      • Set DialogueFoodButton[3] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogueFood labelled No Food Limit
      • Set DialogueFoodButton[4] = (Last created dialog Button)
      • Dialog - Show DialogueFood for Player 1 (Red)
2nd Dialogue:

  • Dialogue
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Dialog - Change the title of DialogueFood to How Many Men Do You...
      • Dialog - Create a dialog button for DialogueFood labelled 100 Men
      • Set DialogueFoodButton[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogueFood labelled 200 Men
      • Set DialogueFoodButton[2] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogueFood labelled 300 Men
      • Set DialogueFoodButton[3] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogueFood labelled No Food Limit
      • Set DialogueFoodButton[4] = (Last created dialog Button)
      • Dialog - Show DialogueFood for Player 1 (Red)
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
You bring up the next one in the same trigger that deals with the actions in response to one of the buttons being clicked.

Bascially.
1. after 1 second the dialog comes up.
2. player presses one of the buttons.
3. trigger fires in response to button press which deals with the actions for that button.
4. after actions are done, bring up dialog 2
5. player presses one of the buttons in it.
6. trigger fires in response to button press which deals with the actions for that button.
7. after actions are done, bring up dialog 3
8...

As you can see, you need to chain them. To do that you have to call up the next one when one of the buttons are pressed. Fortunatly, as you already have triggers to detect the buttons being pressed, you simply move the dialog creation into them.
 
Level 11
Joined
May 10, 2008
Messages
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But how can u exactly do that?

Cause mine just go by each other in under 3 seconds, i tried a lot of things but i dont get what u are trying to say?
It sounds like a good idea... but how would i accomplish it?
 
Level 8
Joined
Feb 20, 2007
Messages
338
You have your dialog button creation trigger:

  • Initial Dialog
    • Events
    • Conditions
    • Actions
      • Dialog - Change the title of Dialog to Difficulty
      • Dialog - Create a dialog button for Dialog labelled Easy
      • Set DialogButton[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for Dialog labelled Hard
      • Set DialogButton[2] = (Last created dialog Button)
      • Dialog - Create a dialog button for Dialog labelled Insane
      • Set DialogButton[3] = (Last created dialog Button)
      • Wait 1.50 seconds
      • Dialog - Show Dialog for Player 1 (Red)
I left event open - Mind I am ripping this out of a game I have, my dialog is triggered or fired at the end of a cinematic clean up trigger - Since I have a cinematic that can be canceled at any time, I have two other triggers going on before I need a dialog.

To run this dialog Trigger I have:
  • Trigger - Run Initial Dialog <gen> (checking conditions)
THAT will cause the dialog trigger to run.

Then I have my second part of the dialog trigger:

  • DialogButtons
    • Events
      • Dialog - A dialog button is clicked for Dialog
    • 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
          • Trigger - Turn on Easy Tower <gen>
          • Set Number_of_Attackers = 2
          • Hero - Create Scroll of Protection and give it to HERO
          • Hero - Create Potion of Greater Healing and give it to HERO
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[2]
        • Then - Actions
          • Destructible - Kill Dark Forest Giant Tree wall 2347 <gen>
          • Trigger - Turn on Magi <gen>
          • Trigger - Turn on Magi Help Hard <gen>
          • Trigger - Turn on Enemy Hero Death Hard <gen>
          • (truncated to save space)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButton[3]
        • Then - Actions
          • Destructible - Kill Dark Forest Giant Tree wall 2347 <gen>
          • Trigger - Turn on Magi <gen>
          • Trigger - Turn on Magi Help Insane <gen>
          • Trigger - Turn on Enemy Hero Death Insane <gen>
          • Trigger - Turn on Round Additionals Harder <gen>
          • (truncated to save space)
        • Else - Actions
          • Do nothing
In your case you want to have a dialog button do what ever it is (create units, remove units, turn on triggers turn off triggers, or run the next dialog trigger.

In my example you will note I have similar triggers, like Enemy Hero Death Insane - compared to Enemy Hero Hard - this adds additional units to make the came harder or insane - ;)

If you have a series of dialogs you need to run, then you would add to your dialog button press actions the
  • Trigger - Run (Your dialog button creation trigger name) <gen> (checking conditions)
Your second, third fourth .... hundredth dialog creations/change would not have an event - they are ran via the button click of the previous trigger by the 'run trigger' function.

This way the player could start the game and leave the dialog buttons up for hours and then decide to click on one of the buttons, then and only then would the next dialog come up.
 
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