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not sure if this is posable...

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ok im trying to make a diolage where you get to chose what to say like...

you aproch a guard near a gate, the guard says "Halt! who go's there" you have the option to respond with "Friend! may i pass?" or "Foe! if come to kill you all!" if you choose the first 1 they let you through but if you choose the second one they attack you.....

is this posable?
 
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Yes it is certainly possible, however, im too lazy to actually make one saying what you want, however, i can show you one i have, and you can just alter it to your liking. This is the dialog box at the beginning of kodo tag where you must choose a difficulty, there are like 5 options or so, so you would only need 2


  • IntDifficulty
    • Events
      • Time - Elapsed game time is 2.00 seconds
    • Conditions
    • Actions
      • Dialog - Change the title of DiffDialog to |c0000cdf9Kodo Tag ...
      • Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Easy (3 K...
      • Set Easy = (Last created dialog Button)
      • Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Normal (4...
      • Set Normal = (Last created dialog Button)
      • Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Hard (6 K...
      • Set Hard = (Last created dialog Button)
      • Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Expert (7...
      • Set PlayerBased = (Last created dialog Button)
      • Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Do Not Cl...
      • Set NoClick = (Last created dialog Button)
      • Dialog - Show DiffDialog for Player 1 (Red)
      • Game - Display to (All players) for 10.00 seconds the text: |c0000cdf9-Player 1...
      • Wait 30.00 seconds
      • Dialog - Hide DiffDialog for Player 1 (Red)
All those set = functions are just variables for dialog buttons. So then in another trigger, you can have an event saying Player 1 has clicked a button in dialog and a condition saying that the clicked dialog is = to one of these variables, in your case you would possibly name them friend and foe.

  • Easy
    • Events
      • Dialog - A dialog button is clicked for DiffDialog
    • Conditions
      • (Clicked dialog button) Equal to Easy
    • Actions
      • Set diff = 2
      • Game - Display to (All players) for 10.00 seconds the text: |c0000cdf9Difficult...
      • Dialog - Hide DiffDialog for Player 1 (Red)
      • Sound - Play easy <gen>
      • Wait 15.00 seconds
      • Unit - Create 3 |c000033ffCrazy Kodo for Player 11 (Dark Green) at (Center of Jail <gen>) facing Default building facing degrees
This is the trigger that happens when you push Easy. Its the same for all other buttons of other difficultys. you need one trigger per each button. In the events you just do what you want to happen. I hope this helps. I remeber dialog buttons were a little tricky for me at first.
 
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Can you post your trigger?

One thing i forgot to mention in the above post, is that DiffDiag is actulaly a variable for the dialog its self, and the others are buttons. sorry is that threw you off
 
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/trig// Untitled Trigger 003
Events
Unit - Spell Breaker 0143 <gen> Is selected
Unit - Spell Breaker 0144 <gen> Is selected
Conditions
Actions
Dialog - Show Guards for Player 1 (Red)
Dialog - Create a dialog button for Guards labelled May i pass through?
Set Mayipass = (Last created dialog Button)
Dialog - Create a dialog button for Guards labelled I order You to let ...
Set iorderyou = (Last created dialog Button)
Wait 5.00 seconds
Dialog - Hide Guards for Player 1 (Red)
//




Srry i couldnt remember how to do the white thing
 
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  • Untitled Trigger 003
  • Events
  • Unit - Spell Breaker 0143 <gen> Is selected
  • Unit - Spell Breaker 0144 <gen> Is selected
  • Conditions
  • Actions
  • Dialog - Show Guards for Player 1 (Red)
  • Dialog - Create a dialog button for Guards labelled May i pass through?
  • Set Mayipass = (Last created dialog Button)
  • Dialog - Create a dialog button for Guards labelled I order You to let ...
  • Set iorderyou = (Last created dialog Button)
  • Wait 5.00 seconds
  • Dialog - Hide Guards for Player 1 (Red)
its {TRIGGER} except the {} isn't using shift key, left square brackets. But ill edit this when im done looking at the code, its easier on my eyes if i put it in the trigger tag :p



****EDIT****


Ok i see your problem, you are showing the dialog before you even made it, have the first action be

  • Dialog - Change the title of Guards to Make a Choice
Then you create the buttons, which you did correctly. then after the Iorderyou = last created, you put the

  • Dialog - Show Guards for Player 1 (Red)
and just imo 5 seconds isnt a lot of time for a player to choose.
 
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ok now i have 1 final question say nither of the options work (on purpose) and you need a item to get through (to control the guards) what would that trigger look like i thought it was this but it didnt work [Untitled Trigger 003
Events
Unit - Spell Breaker 0143 <gen> Is selected
Unit - Spell Breaker 0144 <gen> Is selected
Conditions
Actions
Dialog - Change the title of Guards to Halt! what do you w...
Dialog - Create a dialog button for Guards labelled May i pass through?
Set Mayipass = (Last created dialog Button)
Dialog - Create a dialog button for Guards labelled I order You to let ...
Set iorderyou = (Last created dialog Button)
Dialog - Show Guards for Player 1 (Red)
Wait 30.00 seconds
Dialog - Hide Guards for Player 1 (Red)]



then with the item [bending the will
Events
Unit - Spell Breaker 0143 <gen> Is selected
Unit - Spell Breaker 0144 <gen> Is selected
Conditions
(Ring of minipulation 0145 <gen> is owned) Equal to True
Actions
Dialog - Create a dialog button for Guards labelled *charm* this stack ...
Set bribe = (Last created dialog Button)]








uh....your {trigger} thing didnt work...
 
Level 4
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Messages
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its ]TRIGGER[ but the brackets are on other sides, in advanced highlight ur text and push the gray gear looking symbol.

But now to your question. Ok you are missing one cruitial part of this all. The second trigger i linked in my first post is not in your list of triggers you made. Thats fine and dandy that you made a fancy new dialog, but its absolutly usless unless you have triggers that respond do it. You need to have

Dialog - A button is pressed for Guards.

look at the second trigger i linked. There is conditions saying

(Clicked dialog button) Equal to iorderyou (or whatever other variable you have)

then the actions for the pressing of that one. Now you got to make another trigger the same way for all the other variables.

For the Item of manipultion, i would do an if/than/else statement in the actions of the dialog initiation trigger, saying If you have the item, create a dialog button called bribe and set it to whatever variable you want. that way its all in the same trigger and you don't have 2 for just making the boxes appear.

I really hope you get it now becuase im about to fall dead onto my keyboard if i don't go to sleep now :) check out some tutorials if you still don't get it, and follow mine as an example. Ill be back in half a day if you still need help
 
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