Fade cause sever split?

Angel_Island

Much long, many time, wow
Reaction score
56
Does this trigger cause a server split?

Trigger:
  • Flash
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Flash
    • Actions
      • Custom script: if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then
      • Cinematic - Fade out over 0.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Cinematic - Fade in over 2.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Custom script: endif
      • Set temp_point = (Random point in (Playable map area))
      • Unit - Move (Triggering unit) instantly to temp_point
      • Custom script: call RemoveLocation(udg_temp_point)
 
JASS:
function FinishCinematicFadeAfterBJ takes real duration returns nothing
    // Create a timer to end the cinematic fade.
    set bj_cineFadeFinishTimer = CreateTimer()//<<<<< this
    call TimerStart(bj_cineFadeFinishTimer, duration, false, function FinishCinematicFadeBJ)
endfunction

//===========================================================================
function CinematicFadeBJ takes integer fadetype, real duration, string tex, real red, real green, real blue, real trans returns nothing
    if (fadetype == bj_CINEFADETYPE_FADEOUT) then
        // Fade out to the requested color.
        call AbortCinematicFadeBJ()
        call CinematicFadeCommonBJ(red, green, blue, duration, tex, 100, trans)
    elseif (fadetype == bj_CINEFADETYPE_FADEIN) then
        // Fade in from the requested color.
        call AbortCinematicFadeBJ()
        call CinematicFadeCommonBJ(red, green, blue, duration, tex, trans, 100)
        call FinishCinematicFadeAfterBJ(duration)
    elseif (fadetype == bj_CINEFADETYPE_FADEOUTIN) then
        // Fade out to the requested color, and then fade back in from it.
        if (duration > 0) then
            call AbortCinematicFadeBJ()
            call CinematicFadeCommonBJ(red, green, blue, duration * 0.5, tex, 100, trans)
            call ContinueCinematicFadeAfterBJ(duration * 0.5, red, green, blue, trans, tex)
            call FinishCinematicFadeAfterBJ(duration)
        endif
    else
        // Unrecognized fadetype - ignore the request.
    endif
endfunction


You can't call a function that returns a handle inside a local block. [ljass]CreateTimer()[/ljass] returns a handle. Therefore, you can't use that function inside a local block. The solution would be to use a 100% Jass trigger and create the timer differently.
 
run fade for everyone but invisible (null params) for given player run visible fade.

problem fixed without additional coding

if GetLocalPlayer() = PlayerUneed then
set paramlocal = value
else
set paramlocal = value
endif
call Fade(paramlocal)
 
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