Which triggers prevents showing dialog buttons ?

Justice

New Member
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Which triggers prevents showing dialog buttons ? 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.
 

UndeadDragon

Super Moderator
Reaction score
448
Can you post any related triggers, please?
 

Justice

New Member
Reaction score
5
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


Trigger:
  • 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


Trigger:
  • 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
 

Samael88

Evil always finds a way
Reaction score
181
multiboard is not the problem here. try doing them without the cinematics:)

Edit:
You also might want to put the show inside of the loop instead of having it show only to the last player you created it for:p

Edit2: Nevermind the first edit.
 

Yoshii

New Member
Reaction score
74
well it seem you just edited the part with it not working when you type -arena

I tried on map editor and indeed it does not show if after you change title at map init and have it show when you type-arena.What I did to test was to change the title of the dialog when you type-arena and then show it and it did work that way.So I think the problem lie in changing the dialog name at map initialization

edit: my apologies i meant to answer a similar topic your the wrong person
 

LordXavier

TH.net Regular
Reaction score
16
Few questions:
1. Does the dialog box show up?
2. If it does, are there buttons on it, or no?
3. Are you using a fade filter?
4. If none of the above, please re-explain your problem in more detail
 

Yoshii

New Member
Reaction score
74
^^ what Xavier said
If the dialog dont show up or u see the game just posing with nothing poping then it could be due to the rename.

if on the other hand the thing does pop up but the button arent shown its another thing.

edit: Which would mean the problem lie in trigger 1 or 2 or something you did not post.It could be very well be the loop as in a new game the player number would be only be you compare to more player on your real map.
 

LordXavier

TH.net Regular
Reaction score
16
also, in the trigger where you create the dialog, place this before you create the dialog
Trigger:
  • Dialog - Clear GOD_DIALOG[GOD_PlayerNumber]


YAY! 200 posts!
 

Justice

New Member
Reaction score
5
thanks everyone who tried to help but still problem is unsolved :banghead:
which triggers prevents showing dialog buttons ?

i don't have a cinematic movie
i don't have a filters
which triggers can prevents ?
 

Justice

New Member
Reaction score
5
still doesn't solved the problem

i tried this for testing and it's works

Trigger:
  • Hero Copy
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • ((Sold unit) is A Hero) Equal to True
    • Actions
      • Dialog - Create a dialog button for asd labelled asd
      • Dialog - Show asd for Player 2 (Blue)


but why this trigger dialog buttons don't show ?

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] = Poisoned Orb
      • Set GOD_Ability[2] = Toss
      • Set GOD_Ability[3] = Ryu Kan Sen
      • Set GOD_Ability[4] = Fire Staff
      • Set GOD_Ability[5] = Thunder Clash
      • Set GOD_Ability[6] = stat bonus 3 all
      • Set GOD_Ability[7] = Item Life Regeneration 3
      • Set GOD_Ability[8] = Triple Spirit

Trigger:
  • 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 GOD_A) from 1 to 12, do (Actions)
        • Loop - Actions
          • For each (Integer GOD_B) from 1 to GOD_ButtonNumber, do (Actions)
            • Loop - Actions
              • Dialog - Create a dialog button for GOD_Dialog[GOD_A] labelled GOD_Buton_Name[GOD_B]
              • Set GOD_DialogButton[(((GOD_A - 1) x 12) + GOD_B)] = (Last created dialog Button)
      • Dialog - Show GOD_Dialog[GOD_PlayerNumber] for (Player(GOD_PlayerNumber))
      • Game - Display to (All players) the text: (String(GOD_PlayerNumber))

Trigger:
  • 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)
                • 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)
            • Else - Actions
 

Yoshii

New Member
Reaction score
74
Its def trigger number 2; all those variable look messy as we dont know what value they have for certain.Can you instead say what your trying to do? It look like your trying to make it so that when a hero is sold , the owner of the unit see a dialog screen and is able to choose between any of the 8 god and then the game show a message

edit: something like this that I have been doing so far
http://img518.imageshack.us/i/testebo.jpg/

as you can see in my screen the unit being sold is the paladin hero via my bloodmage hero.I can make it do more complex thing if thats what you need
 
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