Dialog MPI

Da_HP_Geek

New Member
Reaction score
8
Hi! I really need to have this dialog MPI (or MUI would be even better)! I have stucked in my map making, cause I cant move on without to get this to work. For now, if a unit enters one of the regions, and then if an other unit enters the same or an other region in the trigger, the first ones dialog clears, and you cant do anything. Pllz dont tell me how to do, but show me instead. Cause I wont understand if u tell me (probably) Rep to they who helps!

Trigger:
  • Enter Copy
    • Events
      • Unit - A unit enters Fireplace Library <gen>
      • Unit - A unit enters Diagon Alley Fireplace <gen>
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Entering unit)) Not equal to Neutral Passive
          • (Owner of (Entering unit)) Not equal to Neutral Hostile
          • (Owner of (Entering unit)) Not equal to Player 12 (Brown)
          • (Owner of (Entering unit)) Not equal to Player 11 (Dark Green)
    • Actions
      • Set Unit_Fireplace = (Entering unit)
      • Dialog - Clear FireDialog
      • Dialog - Change the title of FireDialog to Choose Destination
      • Dialog - Create a dialog button for FireDialog labelled Diagon Alley
      • Set Button_Diagon = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog labelled Ministry Entrance
      • Set Button_Entrance = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog labelled Library
      • Set Button_Library = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog labelled Wizengamot
      • Set Button_Wizengamot = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog labelled Weasleys' Wizard Wh...
      • Set Button_Weasleys = (Last created dialog Button)
      • Dialog - Show FireDialog for (Owner of (Triggering unit))
      • Set Fireplace_Unit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)

Trigger:
  • Arrive Copy
    • Events
      • Dialog - A dialog button is clicked for FireDialog
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to Button_Wizengamot
        • Then - Actions
          • Set Temp_Point = (Center of Region 100 <gen>)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Clicked dialog button) Equal to Button_Weasleys
            • Then - Actions
              • Set Temp_Point = (Center of Wesley Fireplace Arrive <gen>)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Clicked dialog button) Equal to Button_Entrance
                • Then - Actions
                  • Set Temp_Point = (Center of Region 102 <gen>)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Clicked dialog button) Equal to Button_Diagon
                    • Then - Actions
                      • Set Temp_Point = (Center of Diagon Alley Fireplace Arrive <gen>)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Clicked dialog button) Equal to Button_Library
                        • Then - Actions
                          • Set Temp_Point = (Center of Fireplace Library Arrive <gen>)
                        • Else - Actions
      • Special Effect - Create a special effect attached to the origin of Fireplace_Unit[1] using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Move Fireplace_Unit[(Player number of (Triggering player))] instantly to Temp_Point
      • Camera - Pan camera for (Triggering player) to Temp_Point over 1.00 seconds
      • Custom script: call RemoveLocation (udg_Temp_Point)
 

Moridin

Snow Leopard
Reaction score
144
Well. I'm not sure about Custom script or JASS, but in GUI you're gonna have to make those Dialogs arrays to make them MPI. I have no idea why you want it MUI because only players can answer dialogs and not individual units. I'm assuming that MPI means multi - player instanceable. If I'm wrong please tell me :p.

Also, I'm not sure why you used (Entering unit) in half the places and (Triggering unit) in the other half. I suggest making them all (Triggering unit). Makes it much simpler.

So anyway.... you would have to make an array for the Dialog, but not the dialog buttons in particular. The trigger should look something like this:

Trigger:
  • Enter Copy
    • Events
      • Unit - A unit enters Fireplace Library <gen>
      • Unit - A unit enters Diagon Alley Fireplace <gen>
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Triggering unit)) Not equal to Neutral Passive
          • (Owner of (Triggering unit)) Not equal to Neutral Hostile
          • (Owner of (Triggering unit)) Not equal to Player 12 (Brown)
          • (Owner of (Triggering unit)) Not equal to Player 11 (Dark Green)
    • Actions
      • Set Unit_Fireplace = (Entering unit)
      • Set temp_integer = (Player number of (Owner of (Triggering unit)))
      • Dialog - Clear FireDialog[temp_integer]
      • Dialog - Change the title of FireDialog[temp_integer] to Choose Destination
      • Dialog - Create a dialog button for FireDialog[temp_integer] labelled Diagon Alley
      • Set Button_Diagon[temp_integer] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[temp_integer] labelled Ministry Entrance
      • Set Button_Entrance[temp_integer] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[temp_integer] labelled Library
      • Set Button_Library[temp_integer] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[temp_integer] labelled Wizengamot
      • Set Button_Wizengamot[temp_integer] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[temp_integer] labelled Weasleys' Wizard Wh...
      • Set Button_Weasleys[temp_integer] = (Last created dialog Button)
      • Dialog - Show FireDialog for (Owner of (Triggering unit))
      • Set Fireplace_Unit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)


In the above trigger you're gonna have to make all the variables arrays. You can also do what I did and make a temp_integer variable to hold the player number. This is to make it simpler and to allow further commands to do with only that player.

Trigger:
  • * Arrive Copy
    • Events
      • Dialog - A dialog button is clicked for FireDialog[temp_integer]
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to Button_Wizengamot[temp_integer]
        • Then - Actions
          • Set Temp_Point[temp_integer] = (Center of Region 100 <gen>)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Clicked dialog button) Equal to Button_Weasleys[temp_integer]
            • Then - Actions
              • Set Temp_Point[temp_integer] = (Center of Wesley Fireplace Arrive <gen>)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Clicked dialog button) Equal to Button_Entrance[temp_integer]
                • Then - Actions
                  • Set Temp_Point[temp_integer] = (Center of Region 102 <gen>)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Clicked dialog button) Equal to Button_Diagon[temp_integer]
                    • Then - Actions
                      • Set Temp_Point[temp_integer] = (Center of Diagon Alley Fireplace Arrive <gen>)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Clicked dialog button) Equal to Button_Library[temp_integer]
                        • Then - Actions
                          • Set Temp_Point[temp_integer] = (Center of Fireplace Library Arrive <gen>)
                        • Else - Actions
      • Special Effect - Create a special effect attached to the origin of Fireplace_Unit[1] using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Move Fireplace_Unit[temp_integer] instantly to Temp_Point[temp_integer]
      • Camera - Pan camera for (Triggering player) to Temp_Point[temp_integer] over 1.00 seconds
      • Custom script: call RemoveLocation (udg_Temp_Point)
 

Da_HP_Geek

New Member
Reaction score
8
It still doesn't work, now I have come this far:

Trigger:
  • Enter
    • Events
      • Unit - A unit enters Fireplace Library <gen>
      • Unit - A unit enters Diagon Alley Fireplace <gen>
      • Unit - A unit enters Order Fireplace <gen>
      • Unit - A unit enters Death Eater Fireplace <gen>
      • Unit - A unit enters Region 099 <gen>
      • Unit - A unit enters Death Eater Spawn Right <gen>
      • Unit - A unit enters Region 093 <gen>
      • Unit - A unit enters Death Eater Spawn Left <gen>
      • Unit - A unit enters Order Spawn Left <gen>
      • Unit - A unit enters Region 097 <gen>
      • Unit - A unit enters Order Spawn Right <gen>
      • Unit - A unit enters Wesley Fireplace <gen>
      • Unit - A unit enters Region 101 <gen>
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Entering unit)) Not equal to Neutral Passive
          • (Owner of (Entering unit)) Not equal to Neutral Hostile
          • (Owner of (Entering unit)) Not equal to Player 12 (Brown)
          • (Owner of (Entering unit)) Not equal to Player 11 (Dark Green)
    • Actions
      • Set Temp_Intgr = (Player number of (Owner of (Triggering unit)))
      • Set Unit_Fireplace[Temp_Intgr] = (Entering unit)
      • Dialog - Clear FireDialog[Temp_Intgr]
      • Dialog - Change the title of FireDialog[Temp_Intgr] to Choose Destination
      • Dialog - Create a dialog button for FireDialog[Temp_Intgr] labelled HQ
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • ((Triggering player) is an ally of Player 11 (Dark Green)) Equal to True
        • Then - Actions
          • Set Button_HQ_Order[Temp_Intgr] = (Last created dialog Button)
        • Else - Actions
          • Set Button_HQ_Death[Temp_Intgr] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[Temp_Intgr] labelled Western Lane
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • ((Triggering player) is an ally of Player 11 (Dark Green)) Equal to True
        • Then - Actions
          • Set Button_Order_Western[Temp_Intgr] = (Last created dialog Button)
        • Else - Actions
          • Set Button_Death_Western[Temp_Intgr] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[Temp_Intgr] labelled Central Lane
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • ((Triggering player) is an ally of Player 11 (Dark Green)) Equal to True
        • Then - Actions
          • Set Button_Order_Central[Temp_Intgr] = (Last created dialog Button)
        • Else - Actions
          • Set Button_Death_Central[Temp_Intgr] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[Temp_Intgr] labelled Eastern Lane
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • ((Triggering player) is an ally of Player 11 (Dark Green)) Equal to True
        • Then - Actions
          • Set Button_Order_Eastern[Temp_Intgr] = (Last created dialog Button)
        • Else - Actions
          • Set Button_Death_Eastern[Temp_Intgr] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[Temp_Intgr] labelled Diagon Alley
      • Set Button_Diagon[Temp_Intgr] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[Temp_Intgr] labelled Ministry Entrance
      • -------- ----------- --------
      • Set Button_Entrance[Temp_Intgr] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[Temp_Intgr] labelled Library
      • Set Button_Library[Temp_Intgr] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[Temp_Intgr] labelled Wizengamot
      • Set Button_Wizengamot[Temp_Intgr] = (Last created dialog Button)
      • Dialog - Create a dialog button for FireDialog[Temp_Intgr] labelled Weasleys' Wizard Wh...
      • Set Button_Weasleys[Temp_Intgr] = (Last created dialog Button)
      • Dialog - Show FireDialog[Temp_Intgr] for (Owner of (Triggering unit))
      • Set Fireplace_Unit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Trigger - Add to Arrive <gen> the event (Dialog - A dialog button is clicked for FireDialog[Temp_Intgr])


Trigger:
  • Arrive
    • Events
      • Dialog - A dialog button is clicked for FireDialog[1]
      • Dialog - A dialog button is clicked for FireDialog[2]
      • Dialog - A dialog button is clicked for FireDialog[3]
      • Dialog - A dialog button is clicked for FireDialog[4]
      • Dialog - A dialog button is clicked for FireDialog[5]
      • Dialog - A dialog button is clicked for FireDialog[6]
      • Dialog - A dialog button is clicked for FireDialog[7]
      • Dialog - A dialog button is clicked for FireDialog[8]
      • Dialog - A dialog button is clicked for FireDialog[9]
      • Dialog - A dialog button is clicked for FireDialog[10]
    • Conditions
    • Actions
      • Set Temp_Intgr2 = (Player number of (Triggering player))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to Button_Diagon[Temp_Intgr2]
        • Then - Actions
          • Set Temp_Point = (Center of Diagon Alley Fireplace Arrive <gen>)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Clicked dialog button) Equal to Button_HQ_Death[Temp_Intgr2]
            • Then - Actions
              • Set Temp_Point = (Center of Death Eater Fireplace Arrive <gen>)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Clicked dialog button) Equal to Button_HQ_Order[Temp_Intgr2]
                • Then - Actions
                  • Set Temp_Point = (Center of Order Fireplace Arrive <gen>)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Clicked dialog button) Equal to Button_Library[Temp_Intgr2]
                    • Then - Actions
                      • Set Temp_Point = (Center of Fireplace Library Arrive <gen>)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Clicked dialog button) Equal to Button_Order_Western[Temp_Intgr2]
                        • Then - Actions
                          • Set Temp_Point = (Center of Region 095 <gen>)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Clicked dialog button) Equal to Button_Order_Central[Temp_Intgr2]
                            • Then - Actions
                              • Set Temp_Point = (Center of Region 098 <gen>)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Clicked dialog button) Equal to Button_Order_Eastern[Temp_Intgr2]
                                • Then - Actions
                                  • Set Temp_Point = (Center of Region 096 <gen>)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Clicked dialog button) Equal to Button_Death_Western[Temp_Intgr2]
                                    • Then - Actions
                                      • Set Temp_Point = (Center of Region 091 <gen>)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (Clicked dialog button) Equal to Button_Death_Central[Temp_Intgr2]
                                        • Then - Actions
                                          • Set Temp_Point = (Center of Region 094 <gen>)
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • (Clicked dialog button) Equal to Button_Death_Eastern[Temp_Intgr2]
                                            • Then - Actions
                                              • Set Temp_Point = (Center of Region 092 <gen>)
                                            • Else - Actions
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • (Clicked dialog button) Equal to Button_Wizengamot[Temp_Intgr2]
                                                • Then - Actions
                                                  • Set Temp_Point = (Center of Region 100 <gen>)
                                                • Else - Actions
                                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    • If - Conditions
                                                      • (Clicked dialog button) Equal to Button_Weasleys[Temp_Intgr2]
                                                    • Then - Actions
                                                      • Set Temp_Point = (Center of Wesley Fireplace Arrive <gen>)
                                                    • Else - Actions
                                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                        • If - Conditions
                                                          • (Clicked dialog button) Equal to Button_Entrance[Temp_Intgr2]
                                                        • Then - Actions
                                                          • Set Temp_Point = (Center of Region 102 <gen>)
                                                        • Else - Actions
      • Special Effect - Create a special effect attached to the origin of Fireplace_Unit[1] using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Move Fireplace_Unit[(Player number of (Triggering player))] instantly to Temp_Point
      • Camera - Pan camera for (Triggering player) to Temp_Point over 1.00 seconds
      • Custom script: call RemoveLocation (udg_Temp_Point)
 
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