- Joined
- Sep 11, 2006
- Messages
- 172
I have a system for specific dialogs to appear at certain points of which the dialogs are randomly assigned.
Thus the need for space saving, using integer a, in setting up the script.
I have tested all other parts of this trigger to see that they are activating. The only problem is the dialog, which does not show.
I have created the dialogs, 1 through 11, in a previous trigger using custom script.
Thus the need for space saving, using integer a, in setting up the script.
I have tested all other parts of this trigger to see that they are activating. The only problem is the dialog, which does not show.
I have created the dialogs, 1 through 11, in a previous trigger using custom script.
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Custom script: set udg_ChooseSpire[1] = DialogCreate()
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Choose City
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Events
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Unit - A unit enters TunnelEntrance 1 <gen>
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Conditions
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(Unit-type of (Entering unit)) Equal to |cffb9d1eaScientist|r
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Actions
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-------- RanSpawn1= Ignesium --------
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-------- RanSpawn2= Alaronth --------
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-------- RanSpawn3= Colletis --------
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-------- RanSpawn4= Avinum --------
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-------- RanSpawn5= Quarus --------
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-------- RanSpawn6= Orfus --------
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-------- RanSpawn7= Gellus --------
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-------- RanSpawn8= Lucidus --------
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-------- RanSpawn9= Mortia --------
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-------- RanSpawn10= Umbris --------
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-------- RanSpawn11= Lapideus --------
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Set TempString[1] = |cffdeb887You see a feint glow far down this tunnel... The smell of hot metal wafts up in warm updrafts.|r
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Set TempString[2] = |cffdeb887Something crackles and snaps in the emptiness of the voidful tunnel. A series of dancing lights lead your eyes from within the depths.|r
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Set TempString[3] = |cffdeb887You are assailed by the strong scent of some sort alien flora. A viney life has over taken the walls around you.|r
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Set TempString[4] = |cffdeb887A powerful draft of wind rushes at you from within. Where is this coming from?|r
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Set TempString[5] = |cffdeb887Collesced moisture trickles down grooves in the wall and flows through small trenches to either side of the tunnel.|r
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Set TempString[6] = |cffdeb887You are greeted by the distant thrum of some sort of mechanism... still beating somewhere deep within the crust.|r
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Set TempString[7] = |cffdeb887It is uncomfortably cold... The walls here drip as ice begins to melt, but you can see that it is thicker deeper in.|r
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Set TempString[8] = |cffdeb887Golden walls shine as they are exposed to light. A brilliant pillar lights the top of a spiral staircase.|r
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Set TempString[9] = |cffdeb887Something foul wafts up from the moist air below. An odd growth glings to walls.|r
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Set TempString[10] = |cffdeb887The tunnel ahead is pitch black and cold... a mysterious entrance forces you to question your intrusiveness.|r
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Set TempString[11] = |cffdeb887Carved stone decorates the walls intricately here. Glowing formations dot the descending tunnel ahead.|r
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Set RegOp = TunnelEntrance 4 <gen>
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Less than 12
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Open[(Integer A)] Equal to True
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(RegOp contains (Center of RanSpawn[(Integer A)])) Equal to True
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Then - Actions
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Set sound = No sound
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Set sound = SecretFound <gen>
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Custom script: if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then
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Sound - Play sound
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Custom script: endif
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Dialog - Change the title of ChooseSpire[(Integer A)] to Enter?
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Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player))) the text: TempString[(Integer A)]
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Wait 4.00 seconds
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Dialog - Clear ChooseSpire[(Integer A)]
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Dialog - Create a dialog button for ChooseSpire[(Integer A)] labelled Yes
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Set ChooseSpireButtons[1] = (Last created dialog Button)
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Dialog - Create a dialog button for ChooseSpire[(Integer A)] labelled No
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Set ChooseSpireButtons[2] = (Last created dialog Button)
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If ((RegOp contains (Entering unit)) Equal to True) then do (Dialog - Show ChooseSpire[(Integer A)] for (Owner of (Entering unit))) else do (Do nothing)
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Custom script: set bj_forLoopAIndex = 13
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Else - Actions
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Else - Actions
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Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player))) the text: This entrance is no...
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Trigger - Turn off (This trigger)
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