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    posted a message on Dialog Items are shown to player 1 when triggers *should* prevent this. help!

    I'll have to try hiding the dialogs. I'm not sure that the suggestion by soul carver applies, unfortunately.

    Is it possible to set up all of the dialog items in one trigger and just hide/show them as needed?

    Thanks for the suggestions, btw. Could you give me an example of when it is useful to use the periodic updates rather than reactive updates from some input?

    Posted in: Triggers
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    posted a message on Dialog Items are shown to player 1 when triggers *should* prevent this. help!

    Hello,

    I hope there's an easy solution for this; thank you in advance for reviewing and helping out.

    I'm trying to create a setup screen that each player (2 in total) selects things like their race, which units they want, et cetera. the issue is that, while it works well enough when I test it, when I test with a friend the dialogues do not work right. Basically, there are 4 screens that have a "NEXT" Button. If I am player 1, when player 2 presses 'NEXT', I see player 2's dialog and items even though I should not. The following image shows an example of a trigger that should be activated.

    multiplayer dialog problem 1

    I tried to make it so that it hides only the triggering player's dialogs and will show them the next one, but something apparently is not working as intended. Help!

    Posted in: Triggers
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    posted a message on Return index of record using criteria

    @willuwontu: Go

    I just figured out a slightly more efficient way to do it in my case. Had to make a custom function for it though.

    Thanks for the reply. no further support is needed!

    Posted in: Triggers
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    posted a message on Return index of record using criteria

    So I have a record with two fields, one is the unit type, the other is an arbitrary value (lets call it N). The record is called using a record array: each record array index corresponds with a different type of unit on the field (which I have all in a unit group called active_units).

    Is there a way to do something like this in one or two lines:

    for each picked unit in Active_units, find the unit type of that unit, and search the record array for the index of that unit type, and return the index of the record array it was found in. Using that index, pull the corresponding arbitrary value.

    An example would be something like this: the picked unit on the field is a stalker. Search the record_array[all].unit-type for "stalker", and return for example that the stalker unit type is in record_array[5]. Using this information, return record_array[5].arbitrary_value.

    They way I have it now is pretty inefficient, it basically pulls the unit's type and then compares it to 20 different if-then statements (if unit type = "stalker", if unit type = "marine")... as a proof of concept it worked ok because i only had like 3 units types but now that i'm scaling it up I need something much more concise.

    Posted in: Triggers
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    posted a message on Unit Range radius- how to change/display

    I'm starting to make my first foray into data editing (gulp), and one of the first things I'm trying to do is have the range radius display on a unit when selected. I know there are some tutorials floating around and some threads that have asked this in the past, in some form or fashion. They don't seem do say what or why, just how, and i never can get it to work quite right-

    From what I understand, I'll need to add an actor of some type to my unit, but i'll need it to trigger under certain effects, events, conditions (when selected?). Here's where I largely get confused- the triggers seem to have these descriptive explanations of the triggering events and actions and what they do, but I haven't been able to wrap my head around the effects that must be defined to trigger them.

    In short, what would I use, and WHY would I use the certain options to make it happen? Any resources that spell out the different effects and how to use them?

    Posted in: Data
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    posted a message on hide all dialog items trigger?

    Great, thanks.

    Posted in: Triggers
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    posted a message on hide all dialog items trigger?

    Hello again,

    Is there a way to hide all dialog items related to a certain dialog? I am having to write out a bunch of 'hide dialog item' actions, thought maybe there was something I was missing.

    Posted in: Triggers
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    posted a message on Player-specific dialogs- how to make?

    @SouLCarveRR: Go

    Ah, so you can create the dialogs all day long, but you use showing and hiding the define who sees what. Hah, I even have that action in my trigger; must have looked past it/forgot about it.

    Also, thank you for linking the tutorial. I saw that during my lunch break a few days back but hadn't had a chance to go through it really. I'll be sure to before I delve into all of this. tryin' to actually make something that people will enjoy..

    Posted in: Triggers
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    posted a message on Player-specific dialogs- how to make?

    @willuwontu: Go

    The dialog actions that I'm setting up don't even give an option to define which player or player group. Therefore, how can I create a dialog that IS defined to work for an individual player?

    If I was able to that, I could individually trigger them for different players if need-be (and as suggested).

    @hobbidude: Go

    So are you saying that the dialogs should operate independantly regardless of the player?

    Posted in: Triggers
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    posted a message on Player-specific dialogs- how to make?

    Gentlemen,

    I'm trying to have a simple 'issue'- more like a theoretical argument- with myself. I'm designing a series of dialogs that walk each player through their selections to set up their hero unit. For example, there's a welcome screen (Dialog 1), describing the goal of the game. Players can click the Next button to advance the screen to the 'select race' screen (call this Dialog 2), and so on.

    My concern is: How can I make it so if player A clicks 'next' on the Dialog 1, it doesn't advance to 'Dialog 2' for all players, but only the player that clicks next?

    the reason I'm concerned is because a lot of the trigger actions that are specific to a certain player usually have a field that you have to define (all players, triggering player, player X, etc). When I was setting up how to advance the dialogs from dialog 1 to 2 to 3, there weren't any fields like that- it was just 'destroy/show/hide Dialog items'. No 'For player X' field.

    I have a feeling it's intuitive or i'm missing something simple, as it's implemented all the time in multiplayer for voting on map difficulty, game type, etc..

    Posted in: Triggers
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    posted a message on return index of n-size array?

    Making some headway in understanding how to call functions. I have another roadblock with the input parameter. I need to use an entire array into the function for it to be any more use than just writing a trigger. However, I can't seem to figure out how to pass the whole (real) array into the function.

    Any suggestions?

    Posted in: Miscellaneous Development
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    posted a message on return index of n-size array?

    @Dustin374: Go OK.

    I'll have to look up how to use functions. I'm new to the editor but not programming, so luckily this has been a steady (albeit slow) process.

    Posted in: Miscellaneous Development
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    posted a message on return index of n-size array?

    As the name implies. Basically, I am updating a variable (real) array... let's call it example[5][i]. Is there an elegant solution to compare all of these numbers and return the index of the lowest one?

    I know I can probably compare them one by one using a while loop, but I was hoping for an elegant solution.

    Posted in: Miscellaneous Development
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    posted a message on Best way to make/use a table or array

    Thank you for the reply.

    To elaborate on this part of my project, I was hoping to create a turn-based battle system. Each row in the array would represent a unit in play, for instance. I was going to give each unit a "speed", among a few other variables specific to each unit which would be used to eventually determine which unit goes in what order. The triggers would be constantly be calling, updating, and checking this array of values to determine unit order.

    This way, I can keep track of all of the variables that I want (by simply adding more columns representing them), and the game only has to do some background calculations on a matrix as opposed to updating/checking custom unit properties for all units in play at the time.

    I think the global variable is what I'll have to generate. I've played with it a little bit, and it seems to be the most straightforward way to get what I need done. If you have any additional suggestions, given more context, that would be great.

    Posted in: Triggers
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    posted a message on Best way to make/use a table or array

    Hey there,

    I am trying to generate some type of table of variable size (each row signifies a unit on the field- let's say 3 for this example). Periodically throughout the game, I want to update, reference, and (optionally) resize the table (in case of unit death, for instance). I'm not sure if a table is what it's called in the editor- I found variables, which I could form into arrays, but it seemed very clunky to manipulate and use the fields in them.

    Any recommendations or tips on use? I was hoping to find something like "cooltable(2,4) == 3", which would set the 2nd row, 4th column field to a value of 3, for instance.

    Posted in: Triggers
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