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    posted a message on Am I using too many dialogs? (copied per player)

    I just started working on aspects of my map that require dialogs (and buttons). I quickly realized that if I'm going to use the trigger Event: Dialog Item Used, that I'm going to need a -LOT- of IF statements and lengthly nested loops to determine which button (out of hundreds) was clicked. That got me thinking that I might be approaching my dialogs the wrong way. I have separate dialogs and dialog items for every player. Here's an example:

    There are 10 players and they each have 5 buttons for skills. Those skills can be completely different based on the player, and the images and tooltips will change throughout the game. So I have an array of 10 dialogs (one per player), and two arrays of dialog items 10x5=50 items (5 skills per player); in total, 50 buttons and 50 images. This way I can make changes to one player's dialogs without affecting the others.

    It occurs to me that maybe I only need 1 dialog with 5 buttons and 5 images? And I could simply do "Set dialog item image to [ ] for player [ ]" to ensure that each player sees a different image. So Button_Skill1 is visible to all players and each player sees a different image, and gets different results based on conditions involving the triggering player. 5 Buttons to manage and 5 Images to swap, rather than 50 of each.

    Is my new thought the correct way to do this? Or is there a downside or functional limitation I've overlooked? Creating a copy of each dialog/item per player was how I followed a tutorial example, but now I don't understand the reason the tutorial author did it that way.

    Posted in: Triggers
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    posted a message on How would a "Premium Maps" system work?

    I wouldn't mind if premium maps worked the same way as youtube partnership. Toss an advertisement on the loading screen (what else will you do while loading?) and give money to the map author. This way the users don't have to pay for maps, and the authors get $$ that scales with its popularity.

    Posted in: General Chat
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    posted a message on Inventory Hotkeys?

    Bump

    Posted in: Data
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    posted a message on Inventory Hotkeys?

    In my map I intend to have a large selection of items and four inventory slots hotkeyed as Q W E R. Everything I've tried has failed; the inventory continues to use only Num1, Num2, etc. instead of the hotkeys I assigned in the buttons for the slots or items. -This Tutorial- written back in April 2010 was able to assign a hotkey " I " to the inventory but the same procedure didn't work for me; given the age of the tutorial, is it no longer possible? Can anybody think of some alternatives?

    Posted in: Data
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