Everything functions except the "if else then" part.
So once I click a dialog item (button), it gets hidden for all players and then it hides the dialog itself.
However I wanted to have a "if then else" check to let it do a different action depending on which button is pressed. Votebutton1 should trigger a sound & a chat message. But It doesn't it returns the "else" instead. I have tried many conditions ex. only "DialogItem1 = votebutton1". What am I doing wrong here?
from my understanding used dialog item is a global variable, the first time the trigger runs it's set to null, which means ANY, the 2nd time the event should work only with the same button again.
Using the following condition does not want to work at all. (Used dialog item) == Votebutton1
I've tried that condition within the first condition part and within the IF part.
The reason I've tried the visible condition is because I've read somewhere that the reason that it might not work is that the game is slower than the triggers and so it doesn't see a dialog and in return gives the else state. But that doesn't seem to imply to my problem here..
This confuses me a bit. 'Used dialog item change to any' (I haven't found yet where this 'any' is..) but mainly what confuses me is how do I assign a specific command if I have like 4 buttons. I want each button to have a different outcome.
And I checked it before and the type of storage for the vars are set to Dialog items.
Perhaps it helps to explain the scope of my trigger. When the map initiates I show up a dialog where 4 buttons appear. Each button will allow a player to choose what Unit they will own. Each button will change ownership to the triggering player. After the button is clicked I remove the button for everyone and hide the dialog for the triggering player (to prevent problems).
okay.. found the problem. Even if the dialog with its items show up you have to "enable them" with
"Dialog - Enable (Last created dialog item) for (All players)".
Everything functions except the "if else then" part.
So once I click a dialog item (button), it gets hidden for all players and then it hides the dialog itself.
However I wanted to have a "if then else" check to let it do a different action depending on which button is pressed. Votebutton1 should trigger a sound & a chat message. But It doesn't it returns the "else" instead. I have tried many conditions ex. only "DialogItem1 = votebutton1". What am I doing wrong here?
well the "dialogitem1 = votebutton1" seems to be the likely problem.
adding more conditions wont solve the problem btw. I would only use the votebutton condition, personally
from my understanding used dialog item is a global variable, the first time the trigger runs it's set to null, which means ANY, the 2nd time the event should work only with the same button again.
@joey101d: Go
@Trieva: Go
Using the following condition does not want to work at all. (Used dialog item) == Votebutton1
I've tried that condition within the first condition part and within the IF part.
The reason I've tried the visible condition is because I've read somewhere that the reason that it might not work is that the game is slower than the triggers and so it doesn't see a dialog and in return gives the else state. But that doesn't seem to imply to my problem here..
@FunkyUserName: Go
Votebutton1 is indeed a global var. Not sure what you mean. What do you think is the issue?
i highly recomment to use dialog buttons as i do in this example map.
@Trieva: Go
This confuses me a bit. 'Used dialog item change to any' (I haven't found yet where this 'any' is..) but mainly what confuses me is how do I assign a specific command if I have like 4 buttons. I want each button to have a different outcome.
And I checked it before and the type of storage for the vars are set to Dialog items.
Perhaps it helps to explain the scope of my trigger. When the map initiates I show up a dialog where 4 buttons appear. Each button will allow a player to choose what Unit they will own. Each button will change ownership to the triggering player. After the button is clicked I remove the button for everyone and hide the dialog for the triggering player (to prevent problems).
@FunkyUserName: Go
I'm looking/learning through your example map. I just post this to ask for some patience for my slow brain... Until I get it. :p
okay.. found the problem. Even if the dialog with its items show up you have to "enable them" with "Dialog - Enable (Last created dialog item) for (All players)".
Thanks for the help guys!
@THORONGlL: Go
I don't think so... You only have to enable stuff if you disabled it. Disabling a button greys them out and makes them unpressable.
you cannot check if a button is active if you didnt active it first, it throws an error. i dunno why blizzard didnt set it to active by default.
@MaskedImposter: Go
I get what you mean but its a different kind of enable. FunkyUserNarr is spot on..
omg
@FunkyUserName: Go
LOL
lol love the name XD
@FunkyUserName: Go
Excuse me for my BM :p