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..
What i meant was he could create the same dialog for each player. Hence why i said duplicate. I like the first part better, but if he needs to he can do the second.
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).
You change the "all players" part to a "Convert player to player group" player group. Pretty much every dialog and dialog item option includes this player group setting. You can potentially have two totally different looking dialogs for two different players that are using entirely the same dialog and dialog items.
With this in mind I recommend approaching your dialogs from an extremely organized standpoint, or they can get real confusing real quick. Make sure you use the great looking dialogs tutorials, learn how to use records and action definitions and all of that good stuff before attempting a major lobby project.
You change the "all players" part to a "Convert player to player group" player group. Pretty much every dialog and dialog item option includes this player group setting. You can potentially have two totally different looking dialogs for two different players that are using entirely the same dialog and dialog items.
With this in mind I recommend approaching your dialogs from an extremely organized standpoint, or they can get real confusing real quick. Make sure you use the great looking dialogs tutorials, learn how to use records and action definitions and all of that good stuff before attempting a major lobby project.
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..
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..
convert player to player group function in the all players parameter, also, you could duplicate the dialogs for all players also.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
Don't duplicate dialogs at all as all dialogs and dialog items are done on a per player basis
@hobbidude: Go
What i meant was he could create the same dialog for each player. Hence why i said duplicate. I like the first part better, but if he needs to he can do the second.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@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?
Yes they do.
Dialog - Hide (Dialog) for (All Players)
You change the "all players" part to a "Convert player to player group" player group. Pretty much every dialog and dialog item option includes this player group setting. You can potentially have two totally different looking dialogs for two different players that are using entirely the same dialog and dialog items.
With this in mind I recommend approaching your dialogs from an extremely organized standpoint, or they can get real confusing real quick. Make sure you use the great looking dialogs tutorials, learn how to use records and action definitions and all of that good stuff before attempting a major lobby project.
http://www.sc2mapster.com/forums/resources/tutorials/17969-dialogs-really-great-looking-dialogs-part-1/
If you don't you will regret it later.
This is the correct answer.
When responding to ui evens .... use set dialog item text = "hello world" for (convter player (triggering player) to player group)
or set dialog item text = "hello world" for (convter player (picked player) to player group)
@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..
I also really really recommend you learn how to use panels to organize your dialog items. They are incredibly helpful.