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Which triggers prevents showing dialog buttons ?

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Level 18
Joined
Jun 2, 2009
Messages
1,218
i said that

My dialog buttons don't show in my map but if i will paste the triggers in the empty map, dialog buttons will showed up.

only not works in my map.


here is the trigger




  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set GOD_ButtonNumber = 8
      • Set GOD_Buton_Name[1] = Zeus
      • Set GOD_Buton_Name[2] = Meus
      • Set GOD_Buton_Name[3] = Heus
      • Set GOD_Buton_Name[4] = Feus
      • Set GOD_Buton_Name[5] = Geus
      • Set GOD_Buton_Name[6] = Deyyus
      • Set GOD_Buton_Name[7] = Otuz
      • Set GOD_Buton_Name[8] = Bokuz
      • Set GOD_Ability[1] = God 1
      • Set GOD_Ability[2] = God 2
      • Set GOD_Ability[3] = God 3
      • Set GOD_Ability[4] = God 4
      • Set GOD_Ability[5] = God 5
      • Set GOD_Ability[6] = God 6
      • Set GOD_Ability[7] = God 7
      • Set GOD_Ability[8] = God 8
      • Game - Display to (All players) the text: 1
  • Hero
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • ((Sold unit) is A Hero) Equal to True
    • Actions
      • Set GOD_PlayerNumber = (Player number of (Owner of (Sold unit)))
      • Set GOD_Hero[GOD_PlayerNumber] = (Sold unit)
      • Dialog - Change the title of GOD_Dialog[GOD_PlayerNumber] to Select Your God
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • For each (Integer B) from 1 to GOD_ButtonNumber, do (Actions)
            • Loop - Actions
              • Dialog - Create a dialog button for GOD_Dialog[(Integer A)] labelled GOD_Buton_Name[(Integer B)]
              • Set GOD_DialogButton[((((Integer A) - 1) x 12) + (Integer B))] = (Last created dialog Button)
      • Dialog - Show GOD_Dialog[GOD_PlayerNumber] for (Player(GOD_PlayerNumber))
      • Game - Display to (All players) the text: 2
  • Click
    • Events
      • Dialog - A dialog button is clicked for GOD_Dialog[1]
      • Dialog - A dialog button is clicked for GOD_Dialog[2]
      • Dialog - A dialog button is clicked for GOD_Dialog[3]
      • Dialog - A dialog button is clicked for GOD_Dialog[4]
      • Dialog - A dialog button is clicked for GOD_Dialog[5]
      • Dialog - A dialog button is clicked for GOD_Dialog[6]
      • Dialog - A dialog button is clicked for GOD_Dialog[7]
      • Dialog - A dialog button is clicked for GOD_Dialog[8]
      • Dialog - A dialog button is clicked for GOD_Dialog[9]
      • Dialog - A dialog button is clicked for GOD_Dialog[10]
      • Dialog - A dialog button is clicked for GOD_Dialog[11]
      • Dialog - A dialog button is clicked for GOD_Dialog[12]
    • Conditions
    • Actions
      • For each (Integer A) from 1 to (12 x GOD_ButtonNumber), do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Clicked dialog button) Equal to GOD_DialogButton[(Integer A)]
            • Then - Actions
              • Set GOD_TempInteger = ((Integer A) mod GOD_ButtonNumber)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • GOD_TempInteger Equal to 0
                • Then - Actions
                  • Game - Display to (All players) the text: (You have prayed to + (GOD_Buton_Name[GOD_ButtonNumber] + to become your God.))
                  • Unit - Add GOD_Ability[GOD_ButtonNumber] to GOD_Hero[(Player number of (Triggering player))]
                  • Player - Disable GOD_Ability[GOD_ButtonNumber] for (Triggering player)
                  • Game - Display to (All players) the text: 3
                • Else - Actions
                  • Game - Display to (All players) the text: (You have prayed to + (GOD_Buton_Name[(((Integer A) mod GOD_ButtonNumber) + 0)] + to become your God.))
                  • Unit - Add GOD_Ability[(((Integer A) mod GOD_ButtonNumber) + 0)] to GOD_Hero[(Player number of (Triggering player))]
                  • Player - Disable GOD_Ability[GOD_TempInteger] for (Triggering player)
                  • Game - Display to (All players) the text: 4
            • Else - Actions
              • Game - Display to (All players) the text: 5
 
Level 4
Joined
Jul 9, 2008
Messages
88
yes, and HE said thay dialougs cant show on map initialization, you have to do time elapsed like .02.
And wait 2 days before bumping, not 1 day and then four hours later.
 
Level 8
Joined
Nov 9, 2008
Messages
502
It's only variables he is setting on map init. That should be fine. What's the second array in that trigger? Are they all strings?
 
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