Get Local + Hide/Unhide Unit, will this desync?

FhelZone

Have a drink of a nice cold mellowberry juice!
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I have get local players for hiding and unhiding units for every player, will this cause desyncs?
 

Carnerox

The one and only.
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Trigger:
  • Melee Initialization
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Custom script: if GetLocalPlayer() == Player(0) then
      • Unit - Hide Sorceress 0000 <gen>
      • Custom script: endif


tested and nothing happen, but hid the unit. So no it wont.
 

Nherwyziant

Be better than you were yesterday :D
Reaction score
96
Trigger:
  • Melee Initialization
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Custom script: if GetLocalPlayer() == Player(0) then
      • Unit - Hide Sorceress 0000 <gen>
      • Custom script: endif


tested and nothing happen, but hid the unit. So no it wont.

No, that will desync
 

Exide

I am amazingly focused right now!
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cleeezzz

The Undead Ranger.
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268
its supposed to desync, even though its possible that it doesn't desync, its not safe. its better to locally alter alpha and unit scale

*if the unit has locust, has no attack and does nothing at all, it may not desync
 

FhelZone

Have a drink of a nice cold mellowberry juice!
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103
Thanks ofr the replies everyone, I actually can't test it since I'm far from completion or alpha for my map. Desync wont be detected if your playing single player by the way :D The units has locust and are only used as display units (Character Selection) so I think I'll keep the trigger until I actually get to test it in an alpha. +reps for the effort....

EDIT: Get local is to do things exclusive to the player you picked e.g. special effects for player 1 only.....
 

FhelZone

Have a drink of a nice cold mellowberry juice!
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It wasn't inplemented in the GUI so I guess they kept the function for special purposes.
 

meOme

New Member
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To be exact, GetLocalPlayer() returns on every computer the owner of this computer.
This function is very useful, if you know how to do it without causing desyncs.

Hiding units locally will ALLWAYS desync, no matter how you do it. The same with doodads, items, etc.

But if you're only using it as a visual effect, you could as well create the unit as a special effect. The models of special effects can locally be set to null without causing desyncs.

http://www.thehelper.net/forums/showthread.php?t=143459
 

FhelZone

Have a drink of a nice cold mellowberry juice!
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Tested it just now, seems that you can't hide and unhide units with get local. I already thought of an alternative for this and now I'm in big trouble making fade filters only appear to specific players.
 

Nherwyziant

Be better than you were yesterday :D
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Tested it just now, seems that you can't hide and unhide units with get local. I already thought of an alternative for this and now I'm in big trouble making fade filters only appear to specific players.

JASS:
library PlayerFilter
    function FilterPlayer takes player whichPlayer, real duration, blendmode bmode, string tex returns nothing
        if ( GetLocalPlayer() == whichPlayer ) then
            call SetCineFilterTexture(tex)
            call SetCineFilterBlendMode(bmode)
            call SetCineFilterTexMapFlags(TEXMAP_FLAG_NONE)
            call SetCineFilterStartUV(0, 0, 1, 1)
            call SetCineFilterEndUV(0, 0, 1, 1)
            call SetCineFilterStartColor(PercentTo255(100), PercentTo255(0), PercentTo255(0), PercentTo255(100-0))
            call SetCineFilterEndColor(PercentTo255(100), PercentTo255(0), PercentTo255(0), PercentTo255(100-100))
            call SetCineFilterDuration(duration)
            call DisplayCineFilter(true)
        endif
    endfunction
endlibrary

//Does not desync
//Example Usage:
//call FilterPlayer(Player(0), 3, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\DreamFilter_Mask.blp")
 

FhelZone

Have a drink of a nice cold mellowberry juice!
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103
Goody :D thanks, I'm going to post my project thread later with the completed terrain, it's playable though only the starting location has monsters. I'll fix it after creating the thread. +rep (I actually missed +repping you when I gave everyone who helped so heres one)
 
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