Local player

Rabarber

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I heard of Local Player scripts, that allow me to do things for one player only, but i would like to know how to use them.

Let's say i want to show a floating text to only one player.

And i would like to know if these things would cause server splits, or whatever it's called;
Making a unit 100% transparent for all players except one
Giving a unit Locust for all players except one
Playing a unit animation for one player

Thanks for helping... trying to learn JASS all the way, you know. :rolleyes:
 

phyrex1an

Staff Member and irregular helper
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>Let's say i want to show a floating text to only one player.
This is allready an included function in blizzard.j
Code:
function ShowTextTagForceBJ takes boolean show, texttag tt, force whichForce returns nothing
    if (IsPlayerInForce(GetLocalPlayer(), whichForce)) then
        // Use only local code (no net traffic) within this block to avoid desyncs.
        call SetTextTagVisibility(tt, show)
    endif
endfunction
Now since you want for one player only then we can make it better :)

Code:
function HideTextTagForAllExceptPlayer takes texttag tt, player p returns nothing
    if p != GetLocalPlayer() then
        // Use only local code (no net traffic) within this block to avoid desyncs.
        call SetTextTagVisibility(tt, false)
    endif
endfunction
>Making a unit 100% transparent for all players except one
If you are talking about the alpha vaule then. No, no server split.

>Giving a unit Locust for all players except one
It wont desync when you give it the ability, but a locusted unit is threated in a special way in may actions (can't be picked by most unit group enumerations, can't be attacked, ect). So it is most likely that desyncs will happen after some time.

>Playing a unit animation for one player
Dunno, probably not.

Many of those "Do <stuff> for Player Group" things in the GUI functions uses GetLocalPlayer(), as in the ShowTextTagForceBJ function.
 

Rabarber

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If you are talking about the alpha vaule then. No, no server split.

How could i hide a unit for all players except one, then? Permanent Invisibility? :(
 

Cilla

is watching you! Ahh, fresh meat!
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HEy i need 2 know the same so i bump this thread

any Jass code with call ShowUnitHide <-- for a specific player?
 

BlueSin

New Member
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Just in case you have any more questions about GetLocalPlayer(), this covers a few things: http://www.clancbs.com/board/showthread.php?t=1344

@ Cilla, I'm know you can't use ShowUnitHide locally (don't quote me on this) though I DO remember seeing somewhere on wc3campaigns, trees with alpha values that change for specific players, I'll look for it.

EDIT: Yes Rabarber I'm pretty sure you can use it with alpha values.

Try:

Code:
if(GetLocalPlayer!=udg_specialplayer) then
Alpha Value... what's the function for that again? Err, one sec...
endif
 
M

Mythic Fr0st

Guest
Would
GetPlayerName(GetLocalPlayer()) work?
or does GetLocalPlayer() just look for a string? instead of needing to use GetPlayerName?
Code:
function funcX02 takes nothing returns boolean
    return GetPlayerName(GetLocalPlayer()) == 'Your_Name'
endfunction

function invis takes nothing returns nothing
    call SetUnitVertexColorBJ(GetTriggerUnit(),100,100,100,100.00)
endfunction

function InitTrig_invis takes nothing returns nothing
    set gg_trg_invis = CreateTrigger(  )
    call TriggerAddAction( gg_trg_invis, function Trig_invis_Actions )
    call TriggerAddCondition( gg_trg_invis, Condition(function funcX02))
endfunction

If that would work, it check the conditions, then do the actions,
Although the event would have to refer to a unit triggering it...

or you could store all the hero / unit into an array, then use the array
 

Hero

─║╣ero─
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How could i hide a unit for all players except one, then? Permanent Invisibility? :(

this can be detected with True Sight you know that right?

Mythic Fr0st said:
function funcX02 takes nothing returns boolean
return GetPlayerName(GetLocalPlayer()) == 'Your_Name'
endfunction

function invis takes nothing returns nothing
call SetUnitVertexColorBJ(GetTriggerUnit(),100,100,100,100.00)
endfunction

function InitTrig_invis takes nothing returns nothing
set gg_trg_invis = CreateTrigger( )
call TriggerAddAction( gg_trg_invis, function Trig_invis_Actions )
call TriggerAddCondition( gg_trg_invis, Condition(function funcX02))
endfunction

well lets see using JassCraft

constant native GetLocalPlayer takes nothing returns player
directly from JassCraft I assume it gives you the player's name
 

Joker(Div)

Always Here..
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>> directly from JassCraft I assume it gives you the player's name

Don't assume anything. Your wrong.

GetLocalPlayer() is a native that does stuff only for the player or players you set it to. Example:
Code:
if (GetLocalPlayer()==Player(0)) then
    *Your stuff*
endif
The *Your stuff* would only happen to Player(0)
GetLocalPlayer can cause desyncs so becareful what you use them for. Things in sure wont desync with LocalPlayer:

-Vertex Shading
-Animation
-Sounds
-Fade Filters
-Text Displays
-Text Tag Visibility/Text Display
-Multiboard Display/Values
 

SFilip

Gone but not forgotten
Reaction score
634
> that does stuff only for the player or players you set it to
Actually you don't really set anything...
In a multiplayer when a function is called it has to be ran on every player's PC induvidually. GetLocalPlayer() gets the player who currently has it running so yes, you should be able to check this player's name.
 
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