In my map I have a dialog box that allows each player to decide their difficulty at the start. I would like the background (of the screen, not the DB) to be black and lacking UI while each player chooses their difficulty. So, I turned off UI and set the "unexplored areas" to "black mask." Which works wonderfully (it blackened the whole screen except for the dialog box), until a player decides their difficulty.
For example:
Player 1 selects their difficulty. I then have this trigger in place...
However, this trigger also reveals the entire map for ALL players, not just player 1. Which ruins the goal of keeping a pure black screen with dialog box for all players while they choose their difficulty. How would one suggest fixing this? Is there a way to wait until each player has decided to reveal the map?
Thanks, I appreciate every response! Also, this is my first actual post on these forums. Rather excited to join the community!
P1LifeSelectionEventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeClickedLocalVariablesConditions(Triggeringplayer)==1ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==3LifesThenDialog-HideDialogBoxfor(Playergroup(1))Variable-SetP1End=3UI-Display((Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))+(" has selected the "+((Text"brutal"withcolor(100%,0%,0%))+" difficulty.")))for(Allplayers)toChatareaElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==20LifesThenDialog-HideDialogBoxfor(Playergroup(1))Variable-SetP1End=20UI-Display((Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))+(" has selected the "+((Text"beginner"withcolor(0%,59%,0%))+" difficulty.")))for(Allplayers)toChatareaElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==10LifesThenDialog-HideDialogBoxfor(Playergroup(1))Variable-SetP1End=10UI-Display((Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))+(" has selected the "+((Text"medium"withcolor(100%,50%,0%))+" difficulty.")))for(Allplayers)toChatareaElseCamera-Unlockcamerainputforplayer1UI-ShowgameUIfor(Playergroup(1))
Basically what I need is to make it so this player can now see the entire map. JUST this player. No one else. Or if I could make a trigger that would wait for each player to finish selecting and then reveal the map.
Thanks again.
Lol I was going to make an account to reply but it turns out I already had one o.o
Anyway, I think the problem you're having is due to shared vision between allies. Try changing the alliance aspects of each player to be only allied without shared vision at the map initialization.
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In my map I have a dialog box that allows each player to decide their difficulty at the start. I would like the background (of the screen, not the DB) to be black and lacking UI while each player chooses their difficulty. So, I turned off UI and set the "unexplored areas" to "black mask." Which works wonderfully (it blackened the whole screen except for the dialog box), until a player decides their difficulty.
For example: Player 1 selects their difficulty. I then have this trigger in place...
However, this trigger also reveals the entire map for ALL players, not just player 1. Which ruins the goal of keeping a pure black screen with dialog box for all players while they choose their difficulty. How would one suggest fixing this? Is there a way to wait until each player has decided to reveal the map?
Thanks, I appreciate every response! Also, this is my first actual post on these forums. Rather excited to join the community!
To give you an idea of what's going on:
Basically what I need is to make it so this player can now see the entire map. JUST this player. No one else. Or if I could make a trigger that would wait for each player to finish selecting and then reveal the map. Thanks again.
Lol I was going to make an account to reply but it turns out I already had one o.o
Anyway, I think the problem you're having is due to shared vision between allies. Try changing the alliance aspects of each player to be only allied without shared vision at the map initialization.