- Joined
- Apr 23, 2010
- Messages
- 312
I'm trying to create a revival system for my map that once you use a specific item, the game prompts you with a dialog window that lists all the dead players Heroes (1 per person). I can't test this for myself and am not sure if this actually will work or not, some help would be appreciated.
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Ressurection Stone
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Events
- Unit - A unit Uses an item
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Conditions
- (Item-type of (Item being manipulated)) Equal to Ressurection Stone
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Actions
- Dialog - Clear d_Ressurection_T1
- Dialog - Clear d_Ressurection_T2
- Dialog - Change the title of d_Ressurection_T1 to Who would you like ...
- Dialog - Change the title of d_Ressurection_T2 to Who would you like ...
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Player Group - Pick every player in Team1 and do (Actions)
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Loop - Actions
- Dialog - Hide d_Ressurection_T1 for (Picked player)
- Dialog - Hide d_Ressurection_T2 for (Picked player)
- Dialog - Create a dialog button for d_Ressurection_T1 labelled (Name of (Picked player))
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Loop - Actions
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Player Group - Pick every player in Team2 and do (Actions)
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Loop - Actions
- Dialog - Hide d_Ressurection_T1 for (Picked player)
- Dialog - Hide d_Ressurection_T2 for (Picked player)
- Dialog - Create a dialog button for d_Ressurection_T2 labelled (Name of (Picked player))
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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
- ((Owner of (Triggering unit)) is an ally of Player 9 (Gray)) Equal to True
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Then - Actions
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Unit Group - Pick every unit in uga_All_Heroes[0] and do (Actions)
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Loop - Actions
- If (((Triggering unit) is alive) Equal to True) then do (Set i_Dialog_Temp = (i_Dialog_Temp + 1)) else do (Do nothing)
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Loop - Actions
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Unit Group - Pick every unit in uga_All_Heroes[0] and do (Actions)
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Else - Actions
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Unit Group - Pick every unit in uga_All_Heroes[1] and do (Actions)
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Loop - Actions
- If (((Triggering unit) is alive) Equal to True) then do (Set i_Dialog_Temp = (i_Dialog_Temp + 1)) else do (Do nothing)
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Loop - Actions
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Unit Group - Pick every unit in uga_All_Heroes[1] and do (Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- i_Dialog_Temp Greater than 0
- ((Owner of (Triggering unit)) is an ally of Player 9 (Gray)) Equal to True
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Then - Actions
- Set i_Dialog_Temp = 0
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Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Commander) and do (Actions)
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Loop - Actions
- If (((Picked unit) is alive) Equal to False) then do (Dialog - Create a dialog button for d_Ressurection_T1 labelled (Name of (Picked player))) else do (Do nothing)
- Set i_Dialog_Temp = (i_Dialog_Temp + 1)
- Set i_Dialog_PN[i_Dialog_Temp] = (Player number of (Picked player))
- Set dba_Ressurection[i_Dialog_Temp] = (Last created dialog Button)
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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
- i_Dialog_Temp Greater than 0
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Then - Actions
- Dialog - Show d_Ressurection_T1 for (Owner of (Triggering unit))
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Else - Actions
- Hero - Create Ressurection Stone and give it to (Triggering unit)
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If - Conditions
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Else - Actions
- Set i_Dialog_Temp = 0
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Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Commander) and do (Actions)
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Loop - Actions
- If (((Picked unit) is alive) Equal to False) then do (Dialog - Create a dialog button for d_Ressurection_T2 labelled (Name of (Picked player))) else do (Do nothing)
- Set i_Dialog_Temp = (i_Dialog_Temp + 1)
- Set i_Dialog_PN[i_Dialog_Temp] = (Player number of (Picked player))
- Set dba_Ressurection[i_Dialog_Temp] = (Last created dialog Button)
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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
- i_Dialog_Temp Greater than 0
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Then - Actions
- Dialog - Show d_Ressurection_T2 for (Owner of (Triggering unit))
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Else - Actions
- Hero - Create Ressurection Stone and give it to (Triggering unit)
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If - Conditions
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If - Conditions
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Events
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Chosen to Revive
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Events
- Dialog - A dialog button is clicked for d_Ressurection_T1
- Dialog - A dialog button is clicked for d_Ressurection_T2
- Conditions
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Actions
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For each (Integer A) from 1 to 8, 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
- (Clicked dialog button) Equal to dba_Ressurection[(Integer A)]
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Then - Actions
- Hero - Instantly revive ua_Player_Hero[i_Dialog_PN[(Integer A)]] at (Center of (Playable map area)), Show revival graphics
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Game - Display to (All players) the text: ((Name of (Owner of (Reviving Hero))) + has been revived!)
- Set i_Dialog_Temp = 0
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For each (Integer A) from 1 to 8, do (Actions)
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Events