| 10-03-2008, 05:07 PM | #1 |
It is possible? E.g. consider a case where I want everyone's game to display the name of footman as seen by a specific player. Like, if "specific" player is orange (player might be determined by ingame process), and orange's WC3 is russian, everyone will see the russian word for footman. I would guess it might be possible through use of sync natives, but how do I force the game to sync everyone to the value for a specific player rather than the one with the fastest computer/connection (usually host)? |
| 10-03-2008, 05:30 PM | #2 |
Selection syncing is, I believe, the only way. This can be upped to transfer data of up to 12*(x+1) combinations (I think, not sure), where x is the number of units per slot that can be selected (plus one for no unit). This does, however, have a delay. The amount of data you'll need to transfer will be shit loads for this, since you'll need to transfer it character by character. |
| 10-03-2008, 07:29 PM | #3 |
The amount of data is not a problem since ultimately I need to transfer one bit of information. What I need though is to make sure system is not abuseable. E.g. can't the players change their selection? If not (and I don't think disabling control will be really suitable) then meh. Thank you anyway, I'll try it. |
| 10-03-2008, 07:41 PM | #4 |
You need to disable control and stop the game for a moment, I do believe. |
| 10-03-2008, 09:40 PM | #5 |
Why does only player 5's computer know that player 5 is the one you want to sync to? |
| 10-03-2008, 10:07 PM | #6 |
