Hey guys, this one's a bit difficult to explain, but here goes...
I'm making an area in my rpg (the must have in every rpg... "DARK FOREST!") and so naturally, I am setting the lighting to night. That's the easy part... My problem is I don't want it dark for players in other parts of the map, just because someone is in the dark forest, so... I have to make access to the forest group triggered. That's fine too... but I'm running into problems creating the dialog like I want it. Here's what I have:
I've set up a dialog with a Wait! and Proceed! button on either side and text in the middle saying "it's really tough in there, you should stick together"
-When all active players click proceed, it moves all the heroes into the dark forest and changes lighting to Night.
The dialog for the triggering player works fine, but the "remaining active players" dialog does not show up. Also, if you read this post and can tell me how to display triggers better in this forum, please do... I always see what looks like a screenshot of the trigger page, but I don't know how to do that. In saying that, sorry for the poor layout of my trigger info.
Variables
Dark Forest Variables
Dark Forest Entrance Dialog Go = No Dialog <Dialog>
Dark Forest Entrance Dialog Join = No Dialog <Dialog>
Dark Forest Dialog Item Wait = No Dialog Item <Dialog Item[2]>
Dark Forest Dialog Item Proceed = No Dialog Item <Dialog Item[2]>
Dark Forest Entrance Dialog Item Text = No Dialog Item <Dialog Item[2]>
Dark Forest Entrance Proceed Count = 0 <Integer>
Active Players = (Number of players in (Active Players)) <Integer>
Triggers
Dark Forest Entrance NW Dialog
Events
Unit - Any Unit Enters Dark Forest Cave Entrance
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) == true
Actions
Trigger - Turn (Current trigger) Off
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Dark Forest Entrance Dialog Go = (Last created dialog)
Dialog - Hide the background image of Dark Forest Entrance Dialog Go
Dialog - Set Dark Forest Entrance Dialog Go to be fullscreen true
Dialog - Show Dark Forest Entrance Dialog Go for (Player group((Triggering player)))
Dialog - Create a label for dialog Dark Forest Entrance Dialog Go with the dimensions (1100, 800)
anchored to Center with an offset of (0, 100) with the text " You are about to cross into the D..." color set to
White text writeout set to false with a writeout duration of 0.0
Variable - Set Dark Forest Entrance Dialog Item Text[1] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Go with the dimensions (200, 50)
anchored to Left with an offset of (150, 50) setting the tooltip to "" with button text "Wait!" and the hover image
set to ""
Variable - Set Dark Forest Dialog Item Wait[1] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Go with the dimensions (200, 50)
anchored to Right with an offset of (150, 50) setting the tooltip to "" with button text "Proceed!" and the hover
image set to ""
Variable - Set Dark Forest Dialog Item Proceed[1] = (Last created dialog item)
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Dark Forest Entrance Dialog Join = (Last created dialog)
Dialog - Hide the background image of Dark Forest Entrance Dialog Join
Dialog - Set Dark Forest Entrance Dialog Join to be fullscreen true
Dialog - Show Dark Forest Entrance Dialog Join for (Allies of player (Triggering player))
Dialog - Create a label for dialog Dark Forest Entrance Dialog Join with the dimensions (1000, 800)
anchored to Center with an offset of (0, 100) with the text " An ally wishes to travel to ..." color set to White
text writeout set to false with a writeout duration of 0.0
Variable - Set Dark Forest Entrance Dialog Item Text[2] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Join with the dimensions (200, 50)
anchored to Left with an offset of (150, 50) setting the tooltip to "" with button text "Wait!" and the hover image
set to ""
Variable - Set Dark Forest Dialog Item Wait[2] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Join with the dimensions (200, 50)
anchored to Right with an offset of (150, 50) setting the tooltip to "" with button text "Proceed!" and the hover
image set to ""
Variable - Set Dark Forest Dialog Item Proceed[2] = (Last created dialog item)
Dark Forest Entrance NW Choices
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Proceed[1] == (Used dialog item)
Then
Variable - Modify Dark Forest Entrance Proceed Count: + 1
Dialog - Disable Dark Forest Dialog Item Proceed[1] for (Player group((Triggering player)))
Dialog - Disable Dark Forest Dialog Item Wait[1] for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Proceed[2] == (Used dialog item)
Then
Variable - Modify Dark Forest Entrance Proceed Count: + 1
Dialog - Disable Dark Forest Dialog Item Proceed[2] for (Player group((Triggering player)))
Dialog - Disable Dark Forest Dialog Item Wait[2] for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Wait[1] == (Used dialog item)
Then
Trigger - Turn (Current trigger) Off
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
General - Wait 2.0 Real Time seconds
UI - Display "A player is not ready to proceed!" for (All players) to Subtitle area
General - Wait 10.0 Real Time seconds
Trigger - Turn (Current trigger) On
Trigger - Turn Dark Forest Entrance NW Dialog On
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Wait[2] == (Used dialog item)
Then
Trigger - Turn (Current trigger) Off
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
General - Wait 2.0 Real Time seconds
UI - Display "A player is not ready to proceed!" for (All players) to Subtitle area
General - Wait 10.0 Real Time seconds
Trigger - Turn (Current trigger) On
Trigger - Turn Dark Forest Entrance NW Dialog On
Else
Dark Forest Entrance NW Proceed
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
Dark Forest Entrance Proceed Count == Active Players
Actions
Trigger - Turn (Current trigger) Off
Unit - Move Unit Owned By Player 1 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 1 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Unit - Move Unit Owned By Player 2 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 2 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Unit - Move Unit Owned By Player 3 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 3 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
Variable - Set Dark Forest Entrance Proceed Count = 0
Environment - Set lighting to Korhal Night, blending over 4.0 seconds
General - Wait 2.0 Real Time seconds
UI - Display "Entering the<c " for (All players) to Subtitle area
Don't know why it wouldn't show up, have you tried making it show to players by using other function than Allies of player, maybe manually entering their numbers.
Also, you could reset Dark forest entrance proceed count to 0 after "a player is not ready to enter". And it wouldn't fire anyways in your setup, as when you press last button, it changes from 2 to 3, so proceed trigger won't fire at it'd compare 2 == 3. You could change it into action, and fire it from NW choices adding if active players = [dark forest procced count] after choices which increase it.
Oh, and I would make dialog boxes only once (maybe in map initialization or make new trigger that'd turn off after one entrance to the zone) and only use show/hides later.
And WikiCreole is really annoying regarding pasting and double - enters everywhere, you mat want to use lua markup to paste triggers, or try plain text or sth for post (drop down box on bottom left of typing box).
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Hey guys, this one's a bit difficult to explain, but here goes...
I'm making an area in my rpg (the must have in every rpg... "DARK FOREST!") and so naturally, I am setting the lighting to night. That's the easy part... My problem is I don't want it dark for players in other parts of the map, just because someone is in the dark forest, so... I have to make access to the forest group triggered. That's fine too... but I'm running into problems creating the dialog like I want it. Here's what I have:
I've set up a dialog with a Wait! and Proceed! button on either side and text in the middle saying "it's really tough in there, you should stick together" -When all active players click proceed, it moves all the heroes into the dark forest and changes lighting to Night.
The dialog for the triggering player works fine, but the "remaining active players" dialog does not show up. Also, if you read this post and can tell me how to display triggers better in this forum, please do... I always see what looks like a screenshot of the trigger page, but I don't know how to do that. In saying that, sorry for the poor layout of my trigger info.
Variables
Dark Forest Variables
Dark Forest Entrance Dialog Go = No Dialog <Dialog>
Dark Forest Entrance Dialog Join = No Dialog <Dialog>
Dark Forest Dialog Item Wait = No Dialog Item <Dialog Item[2]>
Dark Forest Dialog Item Proceed = No Dialog Item <Dialog Item[2]>
Dark Forest Entrance Dialog Item Text = No Dialog Item <Dialog Item[2]>
Dark Forest Entrance Proceed Count = 0 <Integer>
Active Players = (Number of players in (Active Players)) <Integer>
Triggers
Events
Unit - Any Unit Enters Dark Forest Cave Entrance
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) == true
Actions
Trigger - Turn (Current trigger) Off
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Dark Forest Entrance Dialog Go = (Last created dialog)
Dialog - Hide the background image of Dark Forest Entrance Dialog Go
Dialog - Set Dark Forest Entrance Dialog Go to be fullscreen true
Dialog - Show Dark Forest Entrance Dialog Go for (Player group((Triggering player)))
Dialog - Create a label for dialog Dark Forest Entrance Dialog Go with the dimensions (1100, 800)
anchored to Center with an offset of (0, 100) with the text " You are about to cross into the D..." color set to
White text writeout set to false with a writeout duration of 0.0
Variable - Set Dark Forest Entrance Dialog Item Text[1] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Go with the dimensions (200, 50)
anchored to Left with an offset of (150, 50) setting the tooltip to "" with button text "Wait!" and the hover image
set to ""
Variable - Set Dark Forest Dialog Item Wait[1] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Go with the dimensions (200, 50)
anchored to Right with an offset of (150, 50) setting the tooltip to "" with button text "Proceed!" and the hover
image set to ""
Variable - Set Dark Forest Dialog Item Proceed[1] = (Last created dialog item)
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Dark Forest Entrance Dialog Join = (Last created dialog)
Dialog - Hide the background image of Dark Forest Entrance Dialog Join
Dialog - Set Dark Forest Entrance Dialog Join to be fullscreen true
Dialog - Show Dark Forest Entrance Dialog Join for (Allies of player (Triggering player))
Dialog - Create a label for dialog Dark Forest Entrance Dialog Join with the dimensions (1000, 800)
anchored to Center with an offset of (0, 100) with the text " An ally wishes to travel to ..." color set to White
text writeout set to false with a writeout duration of 0.0
Variable - Set Dark Forest Entrance Dialog Item Text[2] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Join with the dimensions (200, 50)
anchored to Left with an offset of (150, 50) setting the tooltip to "" with button text "Wait!" and the hover image
set to ""
Variable - Set Dark Forest Dialog Item Wait[2] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Join with the dimensions (200, 50)
anchored to Right with an offset of (150, 50) setting the tooltip to "" with button text "Proceed!" and the hover
image set to ""
Variable - Set Dark Forest Dialog Item Proceed[2] = (Last created dialog item)
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Proceed[1] == (Used dialog item)
Then
Variable - Modify Dark Forest Entrance Proceed Count: + 1
Dialog - Disable Dark Forest Dialog Item Proceed[1] for (Player group((Triggering player)))
Dialog - Disable Dark Forest Dialog Item Wait[1] for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Proceed[2] == (Used dialog item)
Then
Variable - Modify Dark Forest Entrance Proceed Count: + 1
Dialog - Disable Dark Forest Dialog Item Proceed[2] for (Player group((Triggering player)))
Dialog - Disable Dark Forest Dialog Item Wait[2] for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Wait[1] == (Used dialog item)
Then
Trigger - Turn (Current trigger) Off
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
General - Wait 2.0 Real Time seconds
UI - Display "A player is not ready to proceed!" for (All players) to Subtitle area
General - Wait 10.0 Real Time seconds
Trigger - Turn (Current trigger) On
Trigger - Turn Dark Forest Entrance NW Dialog On
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Wait[2] == (Used dialog item)
Then
Trigger - Turn (Current trigger) Off
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
General - Wait 2.0 Real Time seconds
UI - Display "A player is not ready to proceed!" for (All players) to Subtitle area
General - Wait 10.0 Real Time seconds
Trigger - Turn (Current trigger) On
Trigger - Turn Dark Forest Entrance NW Dialog On
Else
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
Dark Forest Entrance Proceed Count == Active Players
Actions
Trigger - Turn (Current trigger) Off
Unit - Move Unit Owned By Player 1 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 1 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Unit - Move Unit Owned By Player 2 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 2 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Unit - Move Unit Owned By Player 3 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 3 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
Variable - Set Dark Forest Entrance Proceed Count = 0
Environment - Set lighting to Korhal Night, blending over 4.0 seconds
General - Wait 2.0 Real Time seconds
UI - Display "Entering the<c " for (All players) to Subtitle area
General - Wait 9.0 Real Time seconds
Trigger - Turn (Current trigger) On
Anyone?? Please???
Don't know why it wouldn't show up, have you tried making it show to players by using other function than Allies of player, maybe manually entering their numbers.
Also, you could reset Dark forest entrance proceed count to 0 after "a player is not ready to enter". And it wouldn't fire anyways in your setup, as when you press last button, it changes from 2 to 3, so proceed trigger won't fire at it'd compare 2 == 3. You could change it into action, and fire it from NW choices adding if active players = [dark forest procced count] after choices which increase it.
Oh, and I would make dialog boxes only once (maybe in map initialization or make new trigger that'd turn off after one entrance to the zone) and only use show/hides later.
And WikiCreole is really annoying regarding pasting and double - enters everywhere, you mat want to use lua markup to paste triggers, or try plain text or sth for post (drop down box on bottom left of typing box).