So I've been trying to make a complicated interface with dialogs, and it requires me to show/hide different dialogs. I've searched on the forum and elsewhere for similar issues and can't seem to find a solution.
A bizarre thing is happening with my "Main Menu" system - a main dialog that has buttons that are meant to open other dialogs, before hiding itself.
The behavior doesn't follow what I specify in my triggers whatsoever. I suspected it might be a problem with using "Last created dialog/dialog item" for each component, but I put in wait time between their executions and it doesn't seem to matter.
In some instances, telling a button to hide the dialog it's on actually hides different dialogs, and does absolutely nothing that I told it to. Yes - I double-checked that they're all referring to the right variables I have them stored in.
To make matters even more confusing, changing the input mode from "Clicked" (for buttons) to "Double clicked" causes it to become functional - however, this is really unwieldy.
Why the heck is this happening? It's been a total headache!
I know this is going to sound like somethign you don't want to hear, but here are some points that you've probably already done that could help:
Have you checked all your triggers to make sure you don't mess with the variables elsewhere
Have you tried manipulating the dialogs through other triggers? (ex: hit space to open and close, or type close, etc)
Have you tried closing SC2 and your editor, and then reopening the editor again? sometimes it loads the wrong state of a map, or ghost files in the system
Have you tried closing it all, taking a break and coming back after 30 min or so, just to calm down and look at your code in a different state of mind?
Have you placed money into the CD/dvd/bluray drive? The computer runs on money.
Did you follow the programmers ritual, and draw an octogram around the computer, places bottles of water at each point and chant "Work or be watered" for 5 min? Also did you remember to use blood from a waifu for the octogram?
Did you whisper sweet nothings into the microphone and tell it how much you love it?
Did you consult Helix Fossil? Sun god? Flying-spaghetti monster?
You cannot use variables in events as you have in "exit menu 2". It will use the initial value of the variable, which is "No Dialog Item" (which the event treats as "Any Dialog Item" because these two preset values have the same underlying integer value, 0), for the rest of the game. If you want to use variables in events, you have to use the "Register Events" action after you've initialized the variables to the values you want (note that you cannot un-register events). Otherwise you'll have to use "Any Dialog Item" in the event and check if the used dialog item is the correct one in the trigger's conditions or actions (this is the simpler, more common approach).
Just to make this point clear: events do not update when your variables change. They're static and use the values they were given at the time of registration, either at the start of the game or later if you use "Register Events".
Fix that and then tell us what still doesn't work.
I'll try that. I noticed that when I was trying to use these variables in the events, they actually didn't show up on their own. I had to manually type in their variable names and interact with them that way, via custom script.
if you want you can check out my signature, download the rising dead and check the "ButtonUse" trigger. that's how i am always handling dialog buttons fixing all comon pitfalls.
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Hey!
So I've been trying to make a complicated interface with dialogs, and it requires me to show/hide different dialogs. I've searched on the forum and elsewhere for similar issues and can't seem to find a solution.
A bizarre thing is happening with my "Main Menu" system - a main dialog that has buttons that are meant to open other dialogs, before hiding itself.
The behavior doesn't follow what I specify in my triggers whatsoever. I suspected it might be a problem with using "Last created dialog/dialog item" for each component, but I put in wait time between their executions and it doesn't seem to matter.
In some instances, telling a button to hide the dialog it's on actually hides different dialogs, and does absolutely nothing that I told it to. Yes - I double-checked that they're all referring to the right variables I have them stored in.
To make matters even more confusing, changing the input mode from "Clicked" (for buttons) to "Double clicked" causes it to become functional - however, this is really unwieldy.
Why the heck is this happening? It's been a total headache!
I know this is going to sound like somethign you don't want to hear, but here are some points that you've probably already done that could help:
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
Did you mean to set the Main Menu 1 variable to (Digital control last created)? Seeing as you made a Dialog item....?
You cannot use variables in events as you have in "exit menu 2". It will use the initial value of the variable, which is "No Dialog Item" (which the event treats as "Any Dialog Item" because these two preset values have the same underlying integer value, 0), for the rest of the game. If you want to use variables in events, you have to use the "Register Events" action after you've initialized the variables to the values you want (note that you cannot un-register events). Otherwise you'll have to use "Any Dialog Item" in the event and check if the used dialog item is the correct one in the trigger's conditions or actions (this is the simpler, more common approach).
Just to make this point clear: events do not update when your variables change. They're static and use the values they were given at the time of registration, either at the start of the game or later if you use "Register Events".
Fix that and then tell us what still doesn't work.
@temhawk: Go
I'll try that. I noticed that when I was trying to use these variables in the events, they actually didn't show up on their own. I had to manually type in their variable names and interact with them that way, via custom script.
if you want you can check out my signature, download the rising dead and check the "ButtonUse" trigger. that's how i am always handling dialog buttons fixing all comon pitfalls.