sjakie
Cookie Be Awesome!
- Reaction score
- 127
I´m trying to make a dialog. Everything went well, it worked, untill I moved the trigger to an other map. It suddently started acting weird.
My question is:
If a trigger has an event that starts the trigger when a dialog button is clicked and a condition saying the clicked button has to be equal to a variable, but the variable hasent been set yet, would that disable the condition and run the trigger when any dialog button is clicked?
triggers:
Modepick (initialy on)
FFAmode (initialy on)
Teammode (initialy on)
Timeset (initialy off)
15minutes (initialy on)
30minutes (initialy on)
45minutes (initialy on)
onehour (initialy on)
Red Dialog (initialy off)
Redtroll (initialy on)
Redcentaur (initialy on)
Redquillboar (initialy on)
Redhuman (initialy on)
Redundead (initialy on)
Rednightelf (initialy on)
Redorc (initialy on)
Redgoblin (initialy on)
Ok, let me add this:
-(myhouse) is the house that is upgraded.
-Its the top houseupgrade trigger that is ran first, in this case that would be Troll. So after I pressed FFAmode, a Hut would be made instead if me getting to see the timedialog.
-All variables exist.
My question is:
If a trigger has an event that starts the trigger when a dialog button is clicked and a condition saying the clicked button has to be equal to a variable, but the variable hasent been set yet, would that disable the condition and run the trigger when any dialog button is clicked?
triggers:
Modepick (initialy on)
Code:
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Dialog - Clear RedDialog
Dialog - Create a dialog button for RedDialog labelled Free For All
Set FFAbutton = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled Team Battle
Set Teambutton = (Last created dialog Button)
Dialog - Change the title of RedDialog to Pick a game mode:
Dialog - Show RedDialog for Player 1 (Red)
FFAmode (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to FFAbutton
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has chosen Free For All Mode!)
Dialog - Hide RedDialog for Player 1 (Red)
Dialog - Clear RedDialog
Trigger - Run Timeset <gen> (checking conditions)
Teammode (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to Teambutton
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has chosen Team Mode!)
Dialog - Hide RedDialog for Player 1 (Red)
Dialog - Clear RedDialog
Trigger - Run Timeset <gen> (checking conditions)
Timeset (initialy off)
Code:
Events
Conditions
Actions
Dialog - Change the title of RedDialog to Choose the game len...
Dialog - Create a dialog button for RedDialog labelled 15 minutes
Set fifteenminutes = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled 30 minutes
Set thirtyminutes = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled 45 minutes
Set fourtyfiveminutes = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled One hour
Set onehour = (Last created dialog Button)
Dialog - Show RedDialog for Player 1 (Red)
15minutes (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to fifteenminutes
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Game - Display to (All players) the text: ((Name of (Triggering player)) + has chosen the game to last 15 minutes!)
Trigger - Run Red Dialog <gen> (checking conditions)
30minutes (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to thirtyminutes
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Game - Display to (All players) the text: ((Name of (Triggering player)) + has chosen the game to last 30 minutes!)
Trigger - Run Red Dialog <gen> (checking conditions)
45minutes (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to fourtyfiveminutes
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Game - Display to (All players) the text: ((Name of (Triggering player)) + has chosen the game to last 45 minutes!)
Trigger - Run Red Dialog <gen> (checking conditions)
onehour (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to onehour
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Game - Display to (All players) the text: ((Name of (Triggering player)) + has chosen the game to last one hour!)
Trigger - Run Red Dialog <gen> (checking conditions)
Red Dialog (initialy off)
Code:
Events
Conditions
Actions
Dialog - Clear RedDialog
Dialog - Change the title of RedDialog to Choose your race:
Dialog - Create a dialog button for RedDialog labelled Orc
Set Redorc = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled Undead
Set Redundead = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled Night Elf
Set Rednightelf = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled Centaur
Set Redcentaur = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled Quillboar
Set Redquillboar = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled Troll
Set Redtroll = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled Human
Set Redhuman = (Last created dialog Button)
Dialog - Create a dialog button for RedDialog labelled Goblin
Set Redgoblin = (Last created dialog Button)
Dialog - Show RedDialog for Player 1 (Red)
Redtroll (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to Redtroll
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Unit - Order Unit to train/upgrade (myhouse) to a Hut
Redcentaur (initialy on)
Code:
Events
Dialog - A dialog button is clicked for Reddialog
Conditions
(Clicked dialog button) Equal to Redcentaur
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Unit - Order Unit to train/upgrade (myhouse) to a Tent
Redquillboar (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to Redquillboar
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Unit - Order Unit to train/upgrade (myhouse) to a Tent
Redhuman (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to Redhuman
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Unit - Order Unit to train/upgrade (myhouse) to a House
Redundead (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to Redundead
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Unit - Order Unit to train/upgrade (myhouse) to a Ziggurat
Rednightelf (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to Rednightelf
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Unit - Order Unit to train/upgrade (myhouse) to a Barrow Den
Redorc (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to Redorc
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Unit - Order Unit to train/upgrade (myhouse) to a Orc Burrow
Redgoblin (initialy on)
Code:
Events
Dialog - A dialog button is clicked for RedDialog
Conditions
(Clicked dialog button) Equal to Redgoblin
Actions
Dialog - Hide RedDialog for Player 1 (Red)
Unit - Order Unit to train/upgrade (myhouse) to a Laboratory
Ok, let me add this:
-(myhouse) is the house that is upgraded.
-Its the top houseupgrade trigger that is ran first, in this case that would be Troll. So after I pressed FFAmode, a Hut would be made instead if me getting to see the timedialog.
-All variables exist.