Making different forces see different models

soulreaping

New Member
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17
Hi,
I want to make that, for example, Force 1 will see footman units with the footman model, and Force 2 will see footman units with the knight models.

Is that possible?

Thanks!
 

0zaru

Learning vJASS ;)
Reaction score
60
I don't think so. Even if you create thinks for one player would cause desync.
 

Trollvottel

never aging title
Reaction score
262
you dont create them only for one player but you use different strings, and strings are no handles i think?
 

phyrex1an

Staff Member and irregular helper
Reaction score
447
you dont create them only for one player but you use different strings, and strings are no handles i think?
Strings aren't handles, but you "create" strings to. First time you use a string the get assigned an index, similar to the H2I value of a handle.

The safe way is
JASS:
local string s = "SPECIALEFFECTPATH"
if GetLocalPlayer() != PlayerWHOYOUWANT() then
    set s = ""
endif
set effect = AddSpecialEffectTarget(s, UNIT, "origin")


You could try to create different units using the same technique, but I imagine you could get strange desyncs later in the game because of that.
 

Jazradel

Helping people do more by doing less.
Reaction score
102
You don't need to both doing that with effects do you? I thought you only needed to do the null path thing when you're creating units/trackables/etc. Otherwise soulreaping's idea should work fine.

It is mostly safe to create units using the null path thing. It may cause desyncs when the unit dies, but you can remove it to stop that.
 
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