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)
 

Ashlebede

New Member
Reaction score
43
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.
 

Ashlebede

New Member
Reaction score
43

DioD

New Member
Reaction score
57
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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