I have a question regarding the action "Dialog - Set transparency of (dialog)". Is there a way to make it so that it would only affect certain players? For example, a similar action "Dialog - Hide (dialog) for (player group)", only affect specified players.
I would imagine that this is do-able via custom script, but I have no idea how. Any help would be greatly appreciated.
Not, it's not doable via custom script ( DialogSetTransparency(dialog, 100.0); <- affected dialog, transperancy value ).
If you really need to do that than the only way is to make a seperate dialog for every player.
All you have to do is set everything to array variables based on the triggering player. So then, when you change something, you specify the dialog variable for that specific player. To do this, first create a global variable (on the left), set its type to dialog (or dialog item), tick the "array" box and specify the array size (16 is good). Then, when you create a dialog in your function/trigger, set that variable you created with an index of your triggering player to equal the last created dialog. You can then do anything you want to each player's separate dialog.
(I think all of my variables except one are set to an array of 16 just to be able accommodate any sort of multiplayer that I want to do later.)
Hello,
I have a question regarding the action "Dialog - Set transparency of (dialog)". Is there a way to make it so that it would only affect certain players? For example, a similar action "Dialog - Hide (dialog) for (player group)", only affect specified players.
I would imagine that this is do-able via custom script, but I have no idea how. Any help would be greatly appreciated.
Not, it's not doable via custom script ( DialogSetTransparency(dialog, 100.0); <- affected dialog, transperancy value ).
If you really need to do that than the only way is to make a seperate dialog for every player.
All you have to do is set everything to array variables based on the triggering player. So then, when you change something, you specify the dialog variable for that specific player. To do this, first create a global variable (on the left), set its type to dialog (or dialog item), tick the "array" box and specify the array size (16 is good). Then, when you create a dialog in your function/trigger, set that variable you created with an index of your triggering player to equal the last created dialog. You can then do anything you want to each player's separate dialog.
(I think all of my variables except one are set to an array of 16 just to be able accommodate any sort of multiplayer that I want to do later.)
Yes, that is one way to do it. But then, it would become very cumbersome when there are buttons or labels on the dialogs.
I really wish to see how Blizzard did it so that "Show/Hide dialog" only affect specified players.
@Colawaffle: Go
Oh, but it does: