| 02-09-2006, 07:21 AM | #1 |
What does desync do to the game? I've seen people talk about it before. |
| 02-09-2006, 11:20 AM | #2 |
Creating/destroying objects for a single player (bad use of GetLocalPlayer) for example. |
| 02-09-2006, 11:41 AM | #3 |
Desync is the term for when a multiplayer game desynchronizes; it's when you get a server split. A warcraft map isn't run on the server which would then send information to other players; instead, all computers run their triggers individually and then compare the state of the game; if it becomes different on different computers, you get a desync. Most often, desync is caused with the inproper use of GetLocalPlayer(). This function returns the player on who's machine the trigger is running, so in a multiplayer game, it will give a different value for each player when called. If you use this value in a way that alters the state of the game (for example, creating or destroying game objects for only one player), the game desyncs. There are other ways to desync a game, for example, extremely high damage or bounty dice values are reported to cause this as well. |
| 02-09-2006, 06:56 PM | #4 |
Weird cause i used local player for quest logs and no desync. |
| 02-09-2006, 07:41 PM | #5 | |
Quote:
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| 02-09-2006, 08:06 PM | #6 |
GetLocalPlayer has many uses - making buildings transparent for one player (Imbrifer's post loooooong ago), making fade filters show for one player only. |
| 02-09-2006, 08:43 PM | #7 |
So stuff like Quests, multiboard? but no abilities, units, items,? |
| 02-09-2006, 08:54 PM | #8 |
You can't create leaderboards/multiboards for a single player either. You can make things invisible/visible for certain players. Even if it is a 100% transparency for a unit you can do so for local player. |
| 02-09-2006, 09:10 PM | #9 |
I've seen multiboards shown for only 1 player. |
| 02-09-2006, 09:46 PM | #10 |
Yes, shown, but not created. A multiboard is a handle object otherwise. Same goes for a special effect, you can't create it for a single player, it doesn't affect gameplay, but it's still a handle object that needs to be synchronised; however, when creating it, you can create it with different modelpaths for different players, making it invisible for some and visible for others. |
| 02-09-2006, 10:08 PM | #11 |
ahhh, i get it now Thanks |
