Hi, so been messing with Dialogues a lot this evening, got a fairly reasonable one going, has 7 buttons that all work, have different dialog to open/close that dialogue up for me, that sort of good stuff, but am having some issues thinking about this in a multi-player context. Essentially I have a trigger set to go off whenever a button of any kind is pressed, with a WHOLE lot of triggering player all over the place.... Putting a screenshot of my work up there.
One of my primary concerns is, will this sort of thing work well for 5-6 players, and is there a better way to do this? Another issue I suspect to be having is I intend to have different Dialogs/Setups entirely based on what class is used, and have no intention of copy/pasting them for each new player... I apologize for the vagueness of this post, this is confusing me far too much to give you much better at this point.
Seems fine. When it comes down to it, if each class has different dialog requirements, you're going to have to have separate if-then-elses for each case.
Thanks for verifying that I have the jist of it right, before I delve into making a lot more complex dialogues as I start to really outline the various classes. I just wanted to ensure I had it set up so no interference, all that good stuff.
Although this is not handle in your shown trigger, it might be a stumbling block, if you don't make it right: Does your dialog show any statistics that only the concerning player / player's unit has? E.g. your dialog increases the attributes of a hero - does it show the actual values of the attributes?
Well it shows up in terms of better stats on the unit, but at the moment it doesn't show how many strength points you have, agility, whatever, or what they exactly do on the actual unit. At the moment I'm undecided on whether to keep a fairly simple % based system for these stats, and if I want others to be able to see what another player has. I sort of like the idea of giving a player privacy that way, may even let them hide what level they are and just have them level through triggers instead of the veterancy thing. If anything I would just have their stats on a separate dialog that can be minimized/opened whenever full of them as to not clutter up everything else.
In other words, it is still a work in progress, still deciding on how I want to have the system work :) Aiming to have most regular enemies/abilities controlled almost entirely by the data editor, let the heroes and bosses rely more heavily on triggers/variables/functions so I can decide how they act more, I'd probably just use all triggers if not for the horrible lag potentials, lol.
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Hi, so been messing with Dialogues a lot this evening, got a fairly reasonable one going, has 7 buttons that all work, have different dialog to open/close that dialogue up for me, that sort of good stuff, but am having some issues thinking about this in a multi-player context. Essentially I have a trigger set to go off whenever a button of any kind is pressed, with a WHOLE lot of triggering player all over the place.... Putting a screenshot of my work up there.
One of my primary concerns is, will this sort of thing work well for 5-6 players, and is there a better way to do this? Another issue I suspect to be having is I intend to have different Dialogs/Setups entirely based on what class is used, and have no intention of copy/pasting them for each new player... I apologize for the vagueness of this post, this is confusing me far too much to give you much better at this point.
@Deadzergling: Go
Seems fine. When it comes down to it, if each class has different dialog requirements, you're going to have to have separate if-then-elses for each case.
Atleast for now, it seems pretty good :)
@Deadzergling: Go
If you want to save some space, you might use arrays to store the behaviors and add them with a loop.
On dialog creation:
(You can also create all the buttons in a loop aswell, if you dialog design allows it)
Afterwards, you link their IDs to behaviors:
Now you can use a loop within your dialog item is clicked trigger to find the behavior that needs to be applied to the character.
pseudo code again:
This method might be a little more elegant, specially when you create your ability dialog with a loop aswell.
@Mille25: Go
Aye that is very true, should get them into loop format soonish, just trying to make sure I got the basics down first.
@OneTwoSC: Go
Thanks for verifying that I have the jist of it right, before I delve into making a lot more complex dialogues as I start to really outline the various classes. I just wanted to ensure I had it set up so no interference, all that good stuff.
Thanks for the feedback you two!
Although this is not handle in your shown trigger, it might be a stumbling block, if you don't make it right: Does your dialog show any statistics that only the concerning player / player's unit has? E.g. your dialog increases the attributes of a hero - does it show the actual values of the attributes?
@JanChris: Go
Well it shows up in terms of better stats on the unit, but at the moment it doesn't show how many strength points you have, agility, whatever, or what they exactly do on the actual unit. At the moment I'm undecided on whether to keep a fairly simple % based system for these stats, and if I want others to be able to see what another player has. I sort of like the idea of giving a player privacy that way, may even let them hide what level they are and just have them level through triggers instead of the veterancy thing. If anything I would just have their stats on a separate dialog that can be minimized/opened whenever full of them as to not clutter up everything else.
In other words, it is still a work in progress, still deciding on how I want to have the system work :) Aiming to have most regular enemies/abilities controlled almost entirely by the data editor, let the heroes and bosses rely more heavily on triggers/variables/functions so I can decide how they act more, I'd probably just use all triggers if not for the horrible lag potentials, lol.