- Joined
- Mar 16, 2008
- Messages
- 955
edit: problem was variables weren't being set
These triggers were set up in a really poor way without arrays but I'm to lazy to fix that now. There's a bug where it just shows players a blank dialog box sometimes and i'm not sure why, assuming it's not a typo. I'm posting two of the triggers below but these are repeated across all the players, if that makes sense. I suspect the bug is when two players try to join the same king at the same time, but I would think that should just clear all the dialogs anyway, again assuming it's not a typo, which is highly likely since these were set up in such a poor way. If anyone can point out anything that might cause a blank dialog to pop up, that would help. Thank you.
Goal: stop the blank dialog boxes from popping up.

These triggers were set up in a really poor way without arrays but I'm to lazy to fix that now. There's a bug where it just shows players a blank dialog box sometimes and i'm not sure why, assuming it's not a typo. I'm posting two of the triggers below but these are repeated across all the players, if that makes sense. I suspect the bug is when two players try to join the same king at the same time, but I would think that should just clear all the dialogs anyway, again assuming it's not a typo, which is highly likely since these were set up in such a poor way. If anyone can point out anything that might cause a blank dialog to pop up, that would help. Thank you.
Goal: stop the blank dialog boxes from popping up.
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Yellow join Blue
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Events
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Player - Player 5 (Yellow) types a chat message containing -join blue as An exact match
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Conditions
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(King's Castle 0025 <gen> is alive) Equal to True
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((This trigger) is on) Equal to True
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Actions
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Dialog - Hide dialog_join_05 for Player 2 (Blue)
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Dialog - Hide dialog_join_06 for Player 2 (Blue)
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Dialog - Hide dialog_join_07 for Player 2 (Blue)
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Dialog - Hide dialog_join_08 for Player 2 (Blue)
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Dialog - Hide dialog_join_09 for Player 2 (Blue)
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Dialog - Hide dialog_join_10 for Player 2 (Blue)
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Dialog - Hide dialog_join_11 for Player 2 (Blue)
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Dialog - Hide dialog_join_12 for Player 2 (Blue)
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Dialog - Hide dialog_join_17 for Player 2 (Blue)
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Dialog - Hide dialog_join_18 for Player 2 (Blue)
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Dialog - Hide dialog_join_19 for Player 2 (Blue)
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Dialog - Hide dialog_join_20 for Player 2 (Blue)
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Dialog - Hide Request_Menu[5] for Player 2 (Blue)
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Dialog - Hide Request_Menu[6] for Player 2 (Blue)
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Dialog - Hide Request_Menu[7] for Player 2 (Blue)
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Dialog - Hide Request_Menu[8] for Player 2 (Blue)
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Dialog - Hide Request_Menu[9] for Player 2 (Blue)
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Dialog - Hide Request_Menu[10] for Player 2 (Blue)
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Dialog - Hide Request_Menu[11] for Player 2 (Blue)
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Dialog - Hide Request_Menu[12] for Player 2 (Blue)
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Dialog - Hide Request_Menu[17] for Player 2 (Blue)
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Dialog - Hide Request_Menu[18] for Player 2 (Blue)
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Dialog - Hide Request_Menu[19] for Player 2 (Blue)
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Dialog - Hide Request_Menu[20] for Player 2 (Blue)
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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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(Level of Unit Inventory (Human, no use items) for Knight_Altar_Var[5]) Equal to 1
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Then - Actions
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Else - Actions
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Unit - Add Unit Inventory (Human, no use items) to Knight_Altar_Var[5]
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-------- --------
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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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limits_current_blue Greater than or equal to limits_max_knights
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Then - Actions
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Quest - Display to Solo_Group_Yellow the Mission Failed message: |cffff0000Error|r: ...
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Skip remaining actions
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Else - Actions
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-------- --------
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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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(Yellow_Hero is being transported) Equal to True
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Then - Actions
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Quest - Display to Solo_Group_Yellow the Mission Failed message: |cffff0000Error|r: ...
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Skip remaining actions
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Else - Actions
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-------- --------
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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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ai_king[2] Equal to True
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Then - Actions
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... (removed to make trigger easier to read for relevant dialog parts)
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Else - Actions
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Dialog - Show dialog_join_05 for Player 2 (Blue)
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Yellow join Blue 2
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Events
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Dialog - A dialog button is clicked for dialog_join_05
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Conditions
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(Triggering player) Equal to Player 2 (Blue)
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(King's Castle 0025 <gen> is alive) Equal to True
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((This trigger) is on) Equal to True
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Actions
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Dialog - Hide dialog_join_05 for Player 2 (Blue)
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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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(Clicked dialog button) Equal to dialog_05_accept
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Then - Actions
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... (removed to focus on relevant parts of trigger, this part just runs all the small details that gets yellow (knight) to join blue (king)
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Else - Actions
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Quest - Display to Solo_Group_Yellow the Quest Failed message: The |cff0000ffEaste...
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Last edited: