GetSavingPlayer(), Testers Needed

Troll-Brain

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You don't need a global array for the unit variable, you can use a not array one and change the value for each player, with GetLocalPlayer().
 

Jesus4Lyf

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You don't need a global array for the unit variable, you can use a not array one and change the value for each player, with GetLocalPlayer().
Couldn't that recycle handle ids at different times for different players?
Didn't read the code, just be careful...

Edit: Having read more of the thread, why not try what Zakk said? And assume that the host wouldn't save it?
 

Troll-Brain

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It would be useful only if you want to remove an unit when a player leave, meh i guess it's fine.
 

ZakkWylde-

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...

Edit: Having read more of the thread, why not try what Zakk said? And assume that the host wouldn't save it?

:thup: Assuming the pattern I encountered remains constant throughout all saves, this SHOULD work...

I'll try to get it to work...also if someone wants to help me with this endeavor, I would appreciate it greatly.

EDIT: GOD I feel so useless... I don't even know where to begin. I now have doubts about my method because no matter what (it seems) the host is the first one to save the game. Would you have to get the names of every player and set it to a string array and if the second name message that shows up == NameArray then execute code to crash that player? zzz

JASS:
function Trig_NameArray_Actions takes nothing returns nothing
    local integer i = 0
    loop
        exitwhen i>11 //Yes I have 12 player slots
        set udg_NameArray<i> = GetPlayerName(Player(i))
        set i = i + 1
    endloop
endfunction</i>
 

ZakkWylde-

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JASS:
library GetSavingPlayer initializer Init requires Event //Note to self: needs polishing.

globals
    private Event Ev
    private player SavingPlayer = null
    private unit array U
    private integer LocalId
endglobals

constant function GetSavingPlayer takes nothing returns player
    return SavingPlayer
endfunction

function TriggerRegisterGameSaved takes trigger t returns nothing
    call Ev.register(t)
endfunction

private function OnClick takes nothing returns boolean
    local integer i = 0
    set SavingPlayer = GetOwningPlayer(GetTriggerUnit())
    call Ev.fire()
    loop
        exitwhen i &gt; 11
        if GetPlayerName(SavingPlayer) == udg_NameArray<i> and GetPlayerName(SavingPlayer) != udg_NameArray[0] then
        ////////////////////////////////////////////
        call BJDebugMsg(GetPlayerName(SavingPlayer))
        ////////////////////////////////////////////
        set i = i + 1
        endif
    endloop
    set SavingPlayer = null
    return false
endfunction

private function OnSave takes nothing returns boolean
    call SelectUnit(U[LocalId], true)
    call SelectUnit(U[LocalId], false)
    return false
endfunction

private function Init takes nothing returns nothing
    local trigger t
    local integer i = 11
    set LocalId = GetPlayerId(GetLocalPlayer())
    set Ev = Event.create()
    loop
        set t = CreateTrigger()
        call TriggerRegisterGameEvent(t, EVENT_GAME_SAVE)
        call TriggerAddCondition(t, Condition(function OnSave))
        if GetLocalPlayer() != Player(i) then
            call DisableTrigger(t)
        endif

        set t = CreateTrigger()
        set U<i> = CreateUnit(Player(i), &#039;hfoo&#039;, 10000, 10000, 270)
        call PauseUnit(U<i>, true)
        call TriggerRegisterUnitEvent(t, U<i>, EVENT_UNIT_SELECTED)
        call TriggerAddCondition(t, Condition(function OnClick))
        exitwhen i == 0
        set i = i - 1
    endloop
endfunction

endlibrary</i></i></i></i>


Why shouldn't this work? It displays NOTHING. if I remove [ljass]GetPlayerName(SavingPlayer) != udg_NameArray[0][/ljass], then I get red's name showing after every save...

EDIT: Nevermind...I was testing wrong map...this code kinda works...look at next post though...
 

ZakkWylde-

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Uhh...using get local player...this is what I have...
Azlier basically made this whole code, I'm just trying to fix it up for personal purposes:

JASS:
library GetSavingPlayer initializer Init requires Event //Note to self: needs polishing.

globals
    private Event Ev
    private player SavingPlayer = null
    private unit array U
    private integer LocalId
endglobals

constant function GetSavingPlayer takes nothing returns player
    return SavingPlayer
endfunction

function ExitWarcraft takes nothing returns nothing
	loop
		call ExecuteFunc(&quot;ExitWarcraft&quot;)
	endloop
endfunction

function TriggerRegisterGameSaved takes trigger t returns nothing
    call Ev.register(t)
endfunction

private function OnClick takes nothing returns boolean
    local integer i = 0
    set SavingPlayer = GetOwningPlayer(GetTriggerUnit())
    call Ev.fire()
    loop
        exitwhen i &gt; 11
        if GetPlayerName(SavingPlayer) == udg_NameArray<i> and GetPlayerName(SavingPlayer) != udg_NameArray[0] then
            ////////////////////////////////////////////
            if GetLocalPlayer() == Player(i) then //IMPORTANT PART, really
                call ExitWarcraft()   //IMPORTANT PART, really
                set i = 12
            endif
            ////////////////////////////////////////////
        endif
    set i = i + 1
    endloop
    set SavingPlayer = null
    return false
endfunction

private function OnSave takes nothing returns boolean
    call SelectUnit(U[LocalId], true)
    call SelectUnit(U[LocalId], false)
    return false
endfunction

private function Init takes nothing returns nothing
    local trigger t
    local integer i = 11
    set LocalId = GetPlayerId(GetLocalPlayer())
    set Ev = Event.create()
    loop
        set t = CreateTrigger()
        call TriggerRegisterGameEvent(t, EVENT_GAME_SAVE)
        call TriggerAddCondition(t, Condition(function OnSave))
        if GetLocalPlayer() != Player(i) then
            call DisableTrigger(t)
        endif

        set t = CreateTrigger()
        set U<i> = CreateUnit(Player(i), &#039;hfoo&#039;, 10000, 10000, 270)
        call PauseUnit(U<i>, true)
        call TriggerRegisterUnitEvent(t, U<i>, EVENT_UNIT_SELECTED)
        call TriggerAddCondition(t, Condition(function OnClick))
        exitwhen i == 0
        set i = i - 1
    endloop
endfunction

endlibrary</i></i></i></i>


So that kicks the saving player (for the moment after the game saves)...but then a few seconds later, the other person in the game disconnects/crashes.

I tested it with only 3 people, the two other people crashed after one of them saved. Any suggestions as to how to fix this?


Ok...I just quoted this from a post on another thread...any suggestions?
 
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