System Right-Click Conversations

Capndrs

New Member
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3
Conversations Version 1.1
So here is a really quick system I made.
It allows the user to rightclick specific units and trigger an event with them.
I hope this is more MPI then my first version.

First you will need some Variables:
Given_Offer[Array 12] Boolean Started as False
Ordered Unit[Array 12] Unit Variable
Target[Array 12] Unit Variable
One Boolean Trigger for every event [Array 12]

The Starting Trigger:
Trigger:
  • RightClicky
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Issued order) Equal to (Order(smart))
          • Given_Offer[(Player number of (Owner of (Ordered unit)))] Equal to False
    • Actions
      • Cinematic - Clear the screen of text messages for (Player group((Owner of (Ordered unit))))
      • Set Ordered_Unit[(Player number of (Owner of (Ordered unit)))] = (Ordered unit)
      • Set Point1 = (Position of (Ordered unit))
      • Set Point2 = (Position of (Target unit of issued order))
      • -------- You need one of these for every event --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Target unit of issued order) Equal to Traveler 0003 <gen>
              • (Distance between Point1 and Point2) Less than or equal to 300.00
        • Then - Actions
          • Game - Display to (Player group((Owner of (Ordered unit)))) for 12.00 seconds the text: |c00ff0000Traveler:...
          • Set Given_Offer[(Player number of (Owner of (Ordered unit)))] = True
          • Set Traveler01[(Player number of (Owner of (Ordered unit)))] = True
        • Else - Actions
          • Set Ordered_Unit[(Player number of (Owner of (Ordered unit)))] = No unit
      • Custom script: call RemoveLocation(udg_Point1)
      • Custom script: call RemoveLocation(udg_Point2)

This trigger will reconize that you right-clicked a specific unit and will turn on two triggers that allow for you to type -yes or -no to activate them.

The "Confirming" Trigger:
Trigger:
  • Travelers Battle
    • Events
      • Player - Player 1 (Red) types a chat message containing -yes as An exact match
      • Player - Player 2 (Blue) types a chat message containing -yes as An exact match
      • Player - Player 3 (Teal) types a chat message containing -yes as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -yes as An exact match
      • Player - Player 6 (Orange) types a chat message containing -yes as An exact match
      • Player - Player 7 (Green) types a chat message containing -yes as An exact match
      • Player - Player 4 (Purple) types a chat message containing -yes as An exact match
      • Player - Player 8 (Pink) types a chat message containing -yes as An exact match
      • Player - Player 9 (Gray) types a chat message containing -yes as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -yes as An exact match
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • Given_Offer[(Player number of (Owner of (Ordered unit)))] Equal to True
          • Traveler01[(Player number of (Owner of (Ordered unit)))] Equal to True
    • Actions
      • Cinematic - Clear the screen of text messages for (Player group((Owner of Ordered_Unit[(Player number of (Owner of (Ordered unit)))])))
      • Game - Display to (Player group((Owner of Ordered_Unit[(Player number of (Owner of (Ordered unit)))]))) for 10.00 seconds the text: |c00ff0000Traveler:...
      • Unit - Move Ordered_Unit[(Player number of (Owner of (Ordered unit)))] instantly to (Center of Start <gen>)
      • Set Traveler01[(Player number of (Owner of (Ordered unit)))] = False
      • Set Ordered_Unit[(Player number of (Owner of (Ordered unit)))] = No unit
      • Set Given_Offer[(Player number of (Owner of (Ordered unit)))] = False

Any Action that doesn't involve Triggers being turned on or off or variables being changed can be edited to fit the conversations needs. In my case; by right clicking the "Traveler" and typing -yes, you will get a quick message displayed to only you and then will be teleported to another area.

The final trigger: (Universal for all events)
Trigger:
  • Decline
    • Events
      • Player - Player 2 (Blue) types a chat message containing -no as An exact match
      • Player - Player 3 (Teal) types a chat message containing -no as An exact match
      • Player - Player 4 (Purple) types a chat message containing -no as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -no as An exact match
      • Player - Player 6 (Orange) types a chat message containing -no as An exact match
      • Player - Player 7 (Green) types a chat message containing -no as An exact match
      • Player - Player 8 (Pink) types a chat message containing -no as An exact match
      • Player - Player 9 (Gray) types a chat message containing -no as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -no as An exact match
      • Player - Player 1 (Red) types a chat message containing -no as An exact match
    • Conditions
      • Given_Offer[(Player number of (Owner of (Ordered unit)))] Equal to True
    • Actions
      • Cinematic - Clear the screen of text messages for (Player group((Owner of Ordered_Unit[(Player number of (Owner of (Ordered unit)))])))
      • Game - Display to (Player group((Owner of Ordered_Unit[(Player number of (Owner of (Ordered unit)))]))) for 5.00 seconds the text: You declined the of...
      • Set Given_Offer[(Player number of (Owner of (Ordered unit)))] = False
      • Set Ordered_Unit[(Player number of (Owner of (Ordered unit)))] = No unit
      • -------- For every event add another one of these to the else actions --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Traveler01[(Player number of (Owner of (Ordered unit)))] Equal to True
        • Then - Actions
          • Set Traveler01[(Player number of (Owner of (Ordered unit)))] = False
        • Else - Actions

This trigger simply declines the conversations offer and you then are allowed to take another offer.

This system can be used for teleportation, quests, information, the possibilities are endless.

Credit me as Darshunn.
 

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UndeadDragon

Super Moderator
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Because you are turning triggers on and off, I do not think this is MPI.
 

Capndrs

New Member
Reaction score
3
I don't think it is, it might be (prolly not), but it would be a nice addition to a RPG map =)

I'm adding map.....now.
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
This leaks quite a bit. It's probably not a major deal considering these triggers would run relatively infrequently, but I doubt the system would be approved with them.

Trigger:
  • (Distance between (Position of (Target unit of issued order)) and (Position of (Ordered unit))) Less than or equal to 300.00
This leaks two locations; both (Position of) locations need to be stored to variables before use, and then removed afterward.

Trigger:
  • Game - Display to (Player group((Owner of (Ordered unit)))) for 12.00 seconds the text: |c00ff0000Traveler:...
I think every (Player group) leaks a force; again, you'd need to set it to a variable and remove it afterward.

I recommend reading this tutorial: http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=27242
 

Capndrs

New Member
Reaction score
3
Weep.
Regarding the first leak you mentioned.
Could that be easily fixed by setting the ordered unit variable at the beggining as well as setting the target unit in a variable as well?

Then if nothing applys at the end of the trigger, the variables are reset?

Edit:
This!
Trigger:
  • Actions
    • Cinematic - Clear the screen of text messages for (Player group((Owner of (Ordered unit))))
    • Set Ordered_Unit[(Player number of (Owner of (Ordered unit)))] = (Ordered unit)
    • Set Target[(Player number of (Owner of (Ordered unit)))] = (Target unit of issued order)
    • -------- Cyber City --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • And - All (Conditions) are true
          • Conditions
            • (Target unit of issued order) Equal to Traveler 0003 <gen>
            • (Distance between (Position of Target[(Player number of (Owner of (Ordered unit)))]) and (Position of Ordered_Unit[(Player number of (Owner of (Ordered unit)))])) Less than or equal to 300.00
      • Then - Actions
        • Game - Display to (Player group((Owner of (Ordered unit)))) for 12.00 seconds the text: |c00ff0000Traveler:...
        • Set Target[(Player number of (Owner of (Ordered unit)))] = No unit
        • Set Given_Offer[(Player number of (Owner of (Ordered unit)))] = True
        • Set Traveler01[(Player number of (Owner of (Ordered unit)))] = True
      • Else - Actions
        • Set Ordered_Unit[(Player number of (Owner of (Ordered unit)))] = No unit
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Weep.
Regarding the first leak you mentioned.
Could that be easily fixed by setting the ordered unit variable at the beggining as well as setting the target unit in a variable as well?
Nay, like this:

Trigger:
  • Actions
    • Set Point1 = Position of (Target unit of issued order)
    • Set Point2 = Position of (Ordered unit)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • And - All (Conditions) are true
          • Conditions
            • (Target unit of issued order) Equal to Traveler 0003 <gen>
            • (Distance between (Point1) and (Point2) Less than or equal to 300.00
      • Then - Actions
      • Else - Actions
    • Custom script: call RemoveLocation(udg_Point1)
    • Custom script: call RemoveLocation(udg_Point2)
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Leaks:

Trigger:
  • Game - Display to (Player group((Owner of (Ordered unit)))) for 12.00 seconds the text: |c00ff0000Traveler:...


Set this player group to a variable and destroy it, example:
Trigger:
  • Set Temp_PGroup = (Player group((Owner of (Triggering unit))))

and then use this to destroy it:
Trigger:
  • Custom script: call DestroyForce(udg_Temp_PGroup)


also, use triggering unit instead of ordered unit ;)

and the
Trigger:
  • And - All (Conditions) are true
    • Conditions

is not needed as it's always "And" in those things, just remove it :thup:

Trigger:
  • Cinematic - Clear the screen of text messages for (Player group((Owner of Ordered_Unit[(Player number of (Owner of (Ordered unit)))])))


also leaks, use the suggestion above ;)

Trigger:
  • Unit - Move Ordered_Unit[(Player number of (Owner of (Ordered unit)))] instantly to (Center of Start <gen>)


leaks a point... "(Center of Start <gen>)" should be set into a variable, and then removed ;)

Trigger:
  • Cinematic - Clear the screen of text messages for (Player group((Owner of Ordered_Unit[(Player number of (Owner of (Ordered unit)))])))
    • Game - Display to (Player group((Owner of Ordered_Unit[(Player number of (Owner of (Ordered unit)))]))) for 5.00 seconds the text: You declined the of...


Both of these leak too, use the suggestion i wrote before ;)
 
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