| 01-02-2006, 04:32 AM | #1 |
Ok, since my first post didn't work as I planed I'll try a different approach. This is from my point of view. I'm having trouble understanding how you would go about changing a trigger from normal (GUI) to only running for the local player. I've tried adding at the start "if GetLocalPlayer() == Player(0) then" but it doesn't seem to help. Question, if you have a trigger that shows a text message to only one player then does that trigger for all the players or just the person getting the message? |
| 01-02-2006, 10:21 AM | #2 |
doing things to the local player can cause diconnects, but heres how ya do it: if (triggering player) = getlocalplayer() then now if you want to display text to just one player, then you dont need local player Code:
Game - Display to Player Group - Player 1 (Red) the text: hi! doing things to the local player is bad. (this is not always true, but its a good rule of thumb, as doing many actions to the local player can cause problems) |
| 01-02-2006, 10:48 AM | #3 |
anything that changes the pathing for only one player will cause desync. Like creating units, things like changing transparity and colour of units wont. |
| 01-02-2006, 01:33 PM | #4 | |
Quote:
ive had issues wit doing many a tings to the local player that dont change the pathing :) its not just changes to pathign that cause desync, but any pathing change will cause a desync. (i know you didnt say "just", but i thogt ide clear it up for those who are uninformed.) |
| 01-02-2006, 04:35 PM | #5 |
I already know what will cause desync and what will not. The thing I don't understand it why that simple line changes the code to local player. |
