I've designed a hero selection interface for my map. On the first screen it has 6 dialog items named Slot 1 - 6 (For saved slots that go into the bank). When you click these slots it opens a menu that allows you to either load or create whether you have information in that slot or not, delete and cancel. Once you load/create it hides the other two dialog menus and opens a hero selection menu. The problem I've been having is quite strange.... please help...
Here's the problem
When testing this single player it works fine. You can navigate through the menus without any trouble.
On multiplayer if you access the same "slot" dialog item as another person, it locks that dialog item up for you. You cannot click the create or load button because another player beat you to it. I thought dialog items were specific to the player they are displayed to, and I display the boxes only to the triggering player.
So I know I can create arrays for EVERY item in the dialog menu so that players are only looking at their own dialog that can be created and destroyed and not interact with other players, but my question is ... aren't dialog menus and items supposed to be able to be used by every player independently and not interact between one player and another? Help me out here, I'm at a loss...
Edit/Delete Message
From memory..... Instead of dialog buttons, try screen buttons. These buttons do not activate a trigger when pressed. To detect the button that is pressed and who pressed it, setup a new trigger with an event I believe is called "Dialog item is used" and then in the action list, have a series of case switches with the case events linked to the triggering dialog item and have the action list effect the triggering player.
Hi all.
I've designed a hero selection interface for my map. On the first screen it has 6 dialog items named Slot 1 - 6 (For saved slots that go into the bank). When you click these slots it opens a menu that allows you to either load or create whether you have information in that slot or not, delete and cancel. Once you load/create it hides the other two dialog menus and opens a hero selection menu. The problem I've been having is quite strange.... please help...
Here's the problem
When testing this single player it works fine. You can navigate through the menus without any trouble.
On multiplayer if you access the same "slot" dialog item as another person, it locks that dialog item up for you. You cannot click the create or load button because another player beat you to it. I thought dialog items were specific to the player they are displayed to, and I display the boxes only to the triggering player.
So I know I can create arrays for EVERY item in the dialog menu so that players are only looking at their own dialog that can be created and destroyed and not interact with other players, but my question is ... aren't dialog menus and items supposed to be able to be used by every player independently and not interact between one player and another? Help me out here, I'm at a loss... Edit/Delete Message
From memory..... Instead of dialog buttons, try screen buttons. These buttons do not activate a trigger when pressed. To detect the button that is pressed and who pressed it, setup a new trigger with an event I believe is called "Dialog item is used" and then in the action list, have a series of case switches with the case events linked to the triggering dialog item and have the action list effect the triggering player.
I believe there was a good example of this system was used in this keypad asset designed by Atl0s: http://www.sc2mapster.com/assets/keypad-system/
Thanks for the reply. I'll look into screen buttons, but I don't understand why dialog buttons wouldn't work in this scenario.