Hiding a unit for 1 player.

Jazradel

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I asked in Blizzards thread about things you want in the map editor for a function Hide Unit for Player. I was informed that it was possible using:
if GetLocalPlayer() == (player for whom to hide) then

unit - hide unit
But will that work without causing desyncs, etc.
 

xPheRe

New Member
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43
Is this a statement or a question?
If it's a question, I think Hide unit uses no net traffic, so this would work without desyncs.
 

Jazradel

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It was phrased as a question but I forgot the mark I guess. I thought desyncs were mainly caused by something happening on 1 computer but then not matching what happened elsewere.

Any I tried it to see if it worked and I couldn't get it to do anything. Heres my code:
Code:
function HideUnitForPlayer takes unit hiden, player hider returns nothing
    if (GetLocalPlayer() == hider) then
        call ShowUnitHide( hiden )
    endif
endfunction
And
Code:
Custom script:   call HideUnitForPlayer( udg_unit, Player(0) )
I know the triggers runnign and udg_unit is set because my other actions work.
 

xPheRe

New Member
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Desyncs are caused by actions that happen on some computers and not on others.
This actions must use net traffic to cause the desynch.

Mainly, actions with no traffic are those related with showing something trough the screen.
Almost every action that shows/hides something.
Text, tags, cameras, fades, dialogs, multiboards, pings...

Also non-3D sound related actions and selection ones shouldn't desynch.

I don't know exactly about visibility because I haven't tested.
Maybe if you're sharing visibility with allies, calling visibility functions in local player desyncs.
Just a guess.

About your code, I see no problem with it. It should work.
Add some debug lines to know exactly if the function is called and the parameters are given correctly.
Like showing some text in screen or something.
 

Jazradel

Helping people do more by doing less.
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Thanks for that explanation. I just tested my trigger again and it started working.. I hate how things like suddenly happen.

I've also been testing in single player and apparently shared vison doesn't have any effect on hide unit. So even if you have full allied properties(shared vision unit control, everything) you still cant see the unit.

I do need to test this multiplayer though.
 

phyrex1an

Staff Member and irregular helper
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447
ShowUnit removes the collision from the unit. In other words if a other units collides with the unit it will do that on all computers except the one that hided the unit. And that will desync. That is atleast what vexorian said on a simular question. I havn't tested this myself ^^.
 

phyrex1an

Staff Member and irregular helper
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447
Don't know. Test it ^^.

Do you want the unit to be hidden as in "the player can't se it" or as in "a unit can't se it".
The difference is that a unit that a player can't se may be auto attacked.

If you only want to hide for the player you can use
Code:
call SetUnitVertexColor(whichUnit, 255, 255, 255, 255)
 

Jazradel

Helping people do more by doing less.
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Well it was to simulate a multiple rally point simulation so the units(flags) would have locust anyway. Changing the alpha would be perfect.

Now I just need to see if you can do GetLocalPlayer for lightning effects..
 

phyrex1an

Staff Member and irregular helper
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447
It is same thing there, create the lightning outside the GetLocalPlayer block and change the color inside it.

Code:
function HideLigthningForPlayer takes lightning l, player p returns nothing
     if GetLocalPlayer() == p then
         call SetLightningColor(l, 1, 1, 1, 0)  
     endif
endfunction
 

Jazradel

Helping people do more by doing less.
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Yeh thanks I got that working.

Is there anyway to make any trigger call inside a GetLocalPlayer?

So I can go:
call DoForPlayer(function, player)
 

phyrex1an

Staff Member and irregular helper
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447
No there isn't, if the function you want to call doesn't take parameters you can do like this:

Code:
function DoForPlayer takes string funcName, player p returns nothing
     if GetLocalPlayer() == p then
         call ExecuteFunc(funcName) 
     endif
endfunction

Most functions that doesn't tale paramters is usless to call for one player.
The only thing that I can come up with that may be good to do for one player that doesn't have parameters is FlashQuestDialogButton.

But if the function takes parameters you have to make a new function for each one with a GetLocalPlayer block as the one above.
 
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