When I destroy the dialog it can't tell if it's visible and gives me "Could not get 'triggerDialog' from parameter in 'DialogIsVisible' (value: 25)"
How could I rewrite this so when the dialog is destroyed it gives up.
If SC2 is anything like WC3 underneath, your Last Created Dialog value is gone by he time you set it on a wait. Make certain you use the variable you hae declared above instead.
I think Helrals solution should work, but if the trigger editor doesn't allow it, you'll probably have to set a global boolean to true when the dialog is created and false when it is destroyed. Then check the boolean in the if condition before checking if your dialog is visible.
Thank you all. Helral, I'm not sure if I tried exactly that but it seems the editor didn't like it either way.
I ended up going with the global boolean. [which I swear I tried as well] but I must have been using a variable that way already being touched at the time.
I did run into a second problem, however. Which is some of my NPCs chat for multiple dialogs and the second page of dialong [using the same action definition] would set the same boolean again and cause the error. I'm going to try making it an array or something. Thanks again.
EDIT: When I run the trigger to destroy the dialog, it sets the boolean, then runs an action that sets the boolean back. Do I have to make this a separate trigger in order for it to properly end the repeat?
EDIT: When I run the trigger to destroy the dialog, it sets the boolean, then runs an action that sets the boolean back. Do I have to make this a separate trigger in order for it to properly end the repeat?
Can't figure out how to write this not to error.
When I destroy the dialog it can't tell if it's visible and gives me "Could not get 'triggerDialog' from parameter in 'DialogIsVisible' (value: 25)"
How could I rewrite this so when the dialog is destroyed it gives up.
@taylordcraig: Go
did you try adding the following condition to your if statements before the is visible:
(Last created dialog) != No Dialog
don't know if this will work correctly for destroyed dialogs.
If SC2 is anything like WC3 underneath, your Last Created Dialog value is gone by he time you set it on a wait. Make certain you use the variable you hae declared above instead.
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@taylordcraig: Go
I think Helrals solution should work, but if the trigger editor doesn't allow it, you'll probably have to set a global boolean to true when the dialog is created and false when it is destroyed. Then check the boolean in the if condition before checking if your dialog is visible.
Thank you all. Helral, I'm not sure if I tried exactly that but it seems the editor didn't like it either way.
I ended up going with the global boolean. [which I swear I tried as well] but I must have been using a variable that way already being touched at the time.
I did run into a second problem, however. Which is some of my NPCs chat for multiple dialogs and the second page of dialong [using the same action definition] would set the same boolean again and cause the error. I'm going to try making it an array or something. Thanks again.
EDIT: When I run the trigger to destroy the dialog, it sets the boolean, then runs an action that sets the boolean back. Do I have to make this a separate trigger in order for it to properly end the repeat?
EDIT: When I run the trigger to destroy the dialog, it sets the boolean, then runs an action that sets the boolean back. Do I have to make this a separate trigger in order for it to properly end the repeat?
Could we take a look at the code for this?
This is the arrow and it bliping.
Then this is the destroy it and set back. [it's int not boolean right now was toying]