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    posted a message on Problems with "Dialog Item" variable?

    Sweet, what it would be (since there's two different dialogs, one for each player) is
    "Any Dialog is used by Any Player"

    Used Dialog Item = p1StartDialog OR p2StartDialog

    From there I'd have to specify hiding the specific start dialog for the triggering player. Right now it looks like it will be easier to make two triggers.

    However, since you're here looking, if you're not bothered, I have another question that popped up as I began working on what you gave me.

    The way I'm going to recognize that both players have clicked that they are ready is through an integer variable. The starting value is zero, and I want one to be added when the trigger fires. Then I'll have a new trigger, with hopefully an event that fires if a variable is changed and the condition is correct (which will be variable == 2). In any case, right now, I only know about "set variable" which won't let me add to the variable, it will only let me set it. How might I add to the variable so that I get variable=variable+1?

    EDIT: ha... I don't see a "variable changed" event... why does Blizzard have to be so funky? :(

    Posted in: Miscellaneous Development
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    posted a message on Problems with "Dialog Item" variable?

    Thanks, SweetZombieJesus, that helped quite a bit. I did have the variables already, but didn't realize I would have to make it as a condition in the trigger. Is there a way to have different actions based on the conditions, or will I have to make two different triggers for each player's separate dialogs?

    Posted in: Miscellaneous Development
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    posted a message on Problems with "Dialog Item" variable?

    So, after finding a way to solve my own Dialog woes, I've run into some which are giving me a bit more pause. Being fairly confident this time that I am headed in the right direction, I am hoping someone might be able to advise me on the issue. I actually have two, I'll address the title topic first and then the other one after, should anyone wish to conquer it.

    The first problem is with the event "Dialog Item is Used", I want to refer to a specific Dialog Item, which is a button I've created in the Dialog that the player can click when they're ready to start the game. Currently, the button does nothing. I assume the "Dialog Item is Used" event is the proper way to go about making it do something. However, my "Dialog Item Variable" for the button is not listed under the variables for me to select from when trying to specify WHICH dialog item is clicked. If I can't isolate which one is being clicked, then I won't be able to use it properly.

    The other problem comes from the actions to "Pause Timer" and "Pause all units". I have both of these go up at the start of the game, when the dialog boxes show up for each player. The idea it to pause their actions and the timer until both players click "Start Game" (or a minute goes by, separate timer), wherein it will see that both have done so and unpause the timer and the units. However, despite the actions being there, the event being "Map Initialization" and the dialog which is in the same trigger shows up, I can still control the units, send them places, and the timer continues to countdown. So clearly these actions are not going through for some reason.

    Help is appreciated on both matters. I'm fairly new to all this, but I learn quickly.

    Posted in: Miscellaneous Development
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    posted a message on Error for Custom Dialog?

    Hmm, I managed to figure it out using the "Create Dialog" function instead. However, using this lack the ability to pause the game, and I must figure out how to give my button the ability to destroy the dialog, as well as confirm that the player is ready so that when both hit start, the game is unpaused. Any directions to tutorials that might aid me in this process are welcome.

    Posted in: Miscellaneous Development
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    posted a message on Error for Custom Dialog?

    Specific error is: Trigger error in 'gt_StartingDialog_Func': Calling 'UIShowCustomDialog' is not authorized.

    I'm making no progress, but I really need these dialog boxes so that all players know their objectives before it begins. To be clear, there's two players, each sees a different dialog (I only have the dialog for player 1 created). The dialog needs to pause the game and the game should only be unpaused when both players have hit yes on the dialog. I figured creating two dialogs using the custom dialog function would do the trick, but it's already having errors just trying to call one.

    Posted in: Miscellaneous Development
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    posted a message on Error for Custom Dialog?

    I've attached the map, not sure why it wouldn't let me do it until after I made the first post, but, there you have it.

    Posted in: Miscellaneous Development
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    posted a message on Error for Custom Dialog?

    Trying to use the action "Display Custom Dialog" upon map initialization and I get an error message that amounts to the action not being authorized. Is this a disabled command, or is there possibly something about the nature of my map which might prohibit it? I need some sort of dialog to explain the basics of the game. Since the custom dialog pauses the game (and thus the timer and the units) it seemed like the best choice.

    Posted in: Miscellaneous Development
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    posted a message on Need a step by step to make a timer...As mine fails..

    Any reason you would hide it instead of destroy it? I destroy my timer windows, but if there's a reason not to, I can change it.

    Posted in: Miscellaneous Development
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    posted a message on Reaper Copies won't jump


    Thanks, this has helped a whole bunch, and I'm finally where I want to be.

    Posted in: Miscellaneous Development
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    posted a message on Reaper Copies won't jump

    Ah, that's not a view I've seen before...

    Posted in: Miscellaneous Development
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    posted a message on Reaper Copies won't jump

    Here, brought in some screen shots to hopefully show what I mean.

    http://i766.photobucket.com/albums/xx304/ChocoGoob/Screenshots/GalaxyMovementTab1.png
    http://i766.photobucket.com/albums/xx304/ChocoGoob/Screenshots/GalaxyMovementTab2.png

    Posted in: Miscellaneous Development
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    posted a message on Reaper Copies won't jump
    Quote from tjw_90: Go

    The tree list is there to show you the things that are connected to your unit, and to allow you to edit some of their settings. To actually change whats on the list you have to click the Master Reaper unit at the top of your tree and edit the data on the right side of your screen, go down to the section with all of the Movement - " " options and one should be Movement - Movers.

    Am I looking at a different data editor? When I click on the Master Reaper unit and click on the "Movement" tab, there's no place for Movement -, I'll look again though. Maybe I've just been blind this whole time, but I suppose I can't look more idiotic than I already do for not knowing where it is in the first place. :P

    Posted in: Miscellaneous Development
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    posted a message on Reaper Copies won't jump

    No closer to figuring this out, despite all of the helpful advice given. I really need to know where people are talking about. As helpful as the advice has been, simply saying movement means little unless you're talking about the movement tab for units (which clearly isn't the case since there's no "movers" section in it). I'm sure someone knows what is being talked about here though, and the extra help would be appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Reaper Copies won't jump
    Quote from tjw_90: Go

    @Chamenas: Go

    I'm not sure why it won't let you edit the movers, are you sure you're looking at "Movement - Movers" on your Master Reaper unit?

    As for copying things in a neater fashion, I haven't bothered to mess around with data editor much but you could try going to the unit tab, right clicking and going to Add Object, and at the bottom of the menu for making the new unit, have it copy the one you want it based on. That way it will basically be the exact same unit with a different name. Then you can make copies of anything you want to edit for that specific new unit.

    Well that seems to be a problem. I can't find this "movement - movers". The movement tab has: Acceleration, Collide, Deceleration, Inner Radius, Pathing Footprint, Pathing Footprint - Dead, Pathing Footprint - Placement, Plane Array, Radius, Radius - Dead, Separation, Speed, and Turning Radius. And this is in the tabs, which includes: Ability, Movement, Unit, Behavior, Stats, Cost, UI, Combat.

    So, that's if I have the unit selected and look to the right. If I have the unit selected and look below, there's a tree list. The tree list starts off with the unit's name and has: Abilities, Actors, Behaviors, Effects, Models, Movers, Sounds, Upgrades, Validators and Weapons. However, since I've seen Movers disappear from this list when I deleted the "CliffJumper2", I'm not certain that's all that shows up in this area. What I do know though is that I can click on Movers, and see the linked object, but I don't know how to change it. It originally said Cliff Jumpers 2. So edited it to say Cliff Jumpers. But it was still pointing to the copy of Cliff Jumpers which doesn't work, and I haven't been able to change what Movers is linked to, so I'm not certain this is the right place either.

    Posted in: Miscellaneous Development
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    posted a message on Reaper Copies won't jump

    I actually don't see "Cliff Jumper" under the movement tab, so I suppose you're talking about something else which I'm unaware of. What movement is being mentioned here?

    Edit: Found "movers" on the tree at the bottom of the edit window, but no way to edit it. Tried deleting the second "Cliff Jumper" but now the movers section has disappeared from the Master Reaper's tree, and I don't know how to add the actual "Cliff Jumper" to it...

    Posted in: Miscellaneous Development
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