Knights
You can change this now in User CP.
- Reaction score
- 71
In my map, I want a multiboard event so when a player uses a spell called Talk, they are able to talk to citizens, and acquire quests and whatnot. Also eventually I'm going to base the menu off of multiboards. I remember doing this before, but because I took a break from mapping I can't quite recall what I am doing wrong.
My init trigger is :
I think this is the trigger causing the split because players get disconnected right away. This triggers simply initializes the multiboards for the players, but does not show them to the players until they actually use their talk ability, but that is another trigger.
Is there something I am doing wrong with this?
Thanks,
Knights
My init trigger is :
JASS:
function Trig_QuestMultiboard_Copy_Actions takes nothing returns nothing
set udg_PlayerLoop = 0
loop
exitwhen udg_PlayerLoop > 11
if (GetLocalPlayer() == Player(udg_PlayerLoop)) then
call CreateMultiboardBJ( 3, 27, "TRIGSTR_2064" )
set udg_Multiboard[GetForLoopIndexA()] = GetLastCreatedMultiboard()
call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 1, 1, "TRIGSTR_2065" )
call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 2, 1, "TRIGSTR_2066" )
call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 3, 1, "TRIGSTR_2067" )
call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 1, 2, "TRIGSTR_2068" )
call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 2, 2, "TRIGSTR_2069" )
call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 3, 2, "TRIGSTR_2070" )
call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 1, 27, "TRIGSTR_2071" )
set bj_forLoopAIndex = 1
set bj_forLoopAIndexEnd = 3
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
set bj_forLoopBIndex = 1
set bj_forLoopBIndexEnd = 27
loop
exitwhen bj_forLoopBIndex > bj_forLoopBIndexEnd
call MultiboardSetItemWidthBJ( udg_Multiboard[udg_PlayerLoop], GetForLoopIndexA(), GetForLoopIndexB(), 33.00 )
set bj_forLoopBIndex = bj_forLoopBIndex + 1
endloop
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
call MultiboardDisplayBJ( false, udg_Multiboard[udg_PlayerLoop] )
endif
set udg_PlayerLoop = udg_PlayerLoop + 1
endloop
endfunction
//===========================================================================
function InitTrig_QuestMultiboard_Copy takes nothing returns nothing
set gg_trg_QuestMultiboard_Copy = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_QuestMultiboard_Copy, 1.00 )
call TriggerAddAction( gg_trg_QuestMultiboard_Copy, function Trig_QuestMultiboard_Copy_Actions )
endfunction
I think this is the trigger causing the split because players get disconnected right away. This triggers simply initializes the multiboards for the players, but does not show them to the players until they actually use their talk ability, but that is another trigger.
Is there something I am doing wrong with this?
Thanks,
Knights