Hi, I can't seem to figure out how to make it so a checkbox will work for everybody. Normally, they work independently so if Player 1 checks the checkbox, Player 2's checkbox is not checked. I need it to be so that if Player 1 checks it, it will check for Player 2. Currently I have it working in a manner of speaking, but it is not exactly what I want. My trigger is set up so that if triggering player checks a check box it will check it for all players, but this seems to make it work strangely. If I am playing the map with a friend and I check and then uncheck the check box, it will work for him normally, but it will check and uncheck twice for me. Also, sometimes if this is done it will start rapidly checking and unchecking itself.
That's because when you check a box through triggers it fires the event "Dialog item used." You need to turn the trigger off before you check the boxes, then turn it back on after a short delay (about 1 second should do it.) The delay is necessary because of the horrid Battle.net delay.
That's because when you check a box through triggers it fires the event "Dialog item used." You need to turn the trigger off before you check the boxes, then turn it back on after a short delay (about 1 second should do it.) The delay is necessary because of the horrid Battle.net delay.
I kinda figured the first part but is there any other way to do it besides disabling the trigger like that? I don't want to have to have the boxes disabled completely during that 1 second, but that is something I would also have to do to prevent inaccurate displays.
Also, does anybody else find it really stupid that the trigger command fires that event?
You can experiment with different delay times to find the shortest feasible amount. It may make sense to disable the check box until the trigger is turned back on as well so players don't get confused.
You can experiment with different delay times to find the shortest feasible amount. It may make sense to disable the check box until the trigger is turned back on as well so players don't get confused.
Yeah that's what I meant by inaccurate displays. If I didn't disable the check box then folks could use it again during the delay and have results equal to the opposite of what is really true.
I think it might be easier to add a button players have to push to confirm any changes they've done to the checkboxes so it doesn't fire itself repeatedly.
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Hi, I can't seem to figure out how to make it so a checkbox will work for everybody. Normally, they work independently so if Player 1 checks the checkbox, Player 2's checkbox is not checked. I need it to be so that if Player 1 checks it, it will check for Player 2. Currently I have it working in a manner of speaking, but it is not exactly what I want. My trigger is set up so that if triggering player checks a check box it will check it for all players, but this seems to make it work strangely. If I am playing the map with a friend and I check and then uncheck the check box, it will work for him normally, but it will check and uncheck twice for me. Also, sometimes if this is done it will start rapidly checking and unchecking itself.
That's because when you check a box through triggers it fires the event "Dialog item used." You need to turn the trigger off before you check the boxes, then turn it back on after a short delay (about 1 second should do it.) The delay is necessary because of the horrid Battle.net delay.
I kinda figured the first part but is there any other way to do it besides disabling the trigger like that? I don't want to have to have the boxes disabled completely during that 1 second, but that is something I would also have to do to prevent inaccurate displays.
Also, does anybody else find it really stupid that the trigger command fires that event?
You can experiment with different delay times to find the shortest feasible amount. It may make sense to disable the check box until the trigger is turned back on as well so players don't get confused.
Yeah that's what I meant by inaccurate displays. If I didn't disable the check box then folks could use it again during the delay and have results equal to the opposite of what is really true.
I think it might be easier to add a button players have to push to confirm any changes they've done to the checkboxes so it doesn't fire itself repeatedly.