| 04-03-2007, 04:05 AM | #1 |
A little while ago, i though up a little thing to make a local unit for player possible. Now what you are saying that it will desync. My answer to > your < fact is no. It will not desync. However, its limited to a certain degree. I have created a little map to show to you that it works. I have never seen this before, thus for what i know i invented this possibility. Here is an attachment. Play this map with another player (Max 5), And tell the other person what you are controlling and what they control. ( Unit type ) Remember that if you use this, give credits where it is due. I can get pretty cranky when it comes to thieves. |
| 04-03-2007, 04:17 AM | #2 |
Attatching something to a time-dated post is a great way to be able to say "look, I don't care who you got the idea from, _I_ am the one who discoverd it. heres the proof: *link*" Telling people to go on to battle.net, land of theives and cheat-adders, to download a wonderouse new discovery... from a clan channel... is a nice way to make you look like a verry scummy recruiter. |
| 04-03-2007, 05:22 AM | #3 |
Naah, i ain't recruiting. But you might be right on a certain degree. If i recruit, ill do it with a game name telling people to join the channel. We are not a clan who invites people randomly, We only invite if you are willing to join, and pass the requirements. However people here should pass the requirements easily, but we don't recruit in this way. Putting an attachment will allow people to download it directly, but that wont avoid people just use it without credits. Usually i just post it in our forums without telling anyone. But i think this great discovery should be made public. Not to mention, the limits of this should be tested to the max. However, I'll be making an attachement. |
| 04-03-2007, 05:32 AM | #4 |
I would suggest you at least be a bit descriptive of what is involved in such a process. That, and be a little more open to the people here: we're not out to steal your ideas. We may improve on an intriguing subject, but not 'steal' it. I'm interested in this, but I'm not about to go on Battle.net to have the slight possiblity of testing this out with you. |
| 04-03-2007, 05:35 AM | #5 | |
Quote:
I have made an attachment. Also i have said what you need to do to see the differences. |
| 04-03-2007, 06:46 AM | #6 |
This isn't really that new of a discovery. If you search for my custom rally points map, I think I have an example in there. It's the same method that local trackables use. Nice touch with KillLocalUnit, however. |
| 04-03-2007, 06:51 AM | #7 | |
Quote:
If the unit dies, it will cause a desync, However the Event Damage will remove the local unit the local unit before it actually dies. And Trackables don't desync, local units ( widgets ) do. |
| 04-03-2007, 07:48 AM | #8 |
http://www.wc3jass.com/viewtopic.php?t=1997&start=0 The bit about trackables in multiplayer. Instead of the string, it's the unit type. Edit: Very true about death, mine never died so I never ran into that issue. Very nice solution. |
| 04-03-2007, 08:29 AM | #9 |
As Jazradel, this isn't anything new. This technique certainly isn't new, it just hasn't been applied to units before. It'll start desyncing stuff when units die at different times due to different hp/movespeed/armour/damage amounts, and you just 'sync' this so that it doesn't screw everything up. |
| 04-03-2007, 06:13 PM | #10 |
I never seen it apply to widgets before either. As an example, who can screw up a destructable? The local unit is just a harder example then the other 2 widgets. And what you've been telling i could do the same after seeing how the map works. I have searched this forum thurowly, and nothing was found on it. The only thing i could find is that it desyncs. And yes, you are right by changing the units speed etc, it will desync. This only works with things the user can see. Like a units name. However, this does unlock some features. As an example Parasite. As for the ability's, there are ways to cover it up. I've tested my newer version and it seems to work. By creating 2 of the same ability's each only changing there display image as a black texture, and then when a unit is casting an ability then use GetLocalPlayer() and compare the unit type. Else order the unit to stop. Units can improve speed for using an item. However more and more seems possible, more then i expected it would. |
| 04-03-2007, 06:17 PM | #11 |
This is not new at all. We all thought about this in the #wc3dev like 4 months ago. witnesses: Shadow, Anitarf, Pitzermike(as long as my memory doesn't fail) and me We did not post it because it is actually kind of obvious and not too useful. It also seems that it eventually desyncs, at least I remember that someone came and said that when the unit dies it desyncs. |
| 04-03-2007, 06:19 PM | #12 | |
Quote:
As i said in a later post.. If the unit dies, it will cause a desync, However the Event Damage will remove the local unit before it actually dies. And the function "KillLocalUnit" makes a death effect. You wont notice the difference. |
| 04-03-2007, 06:31 PM | #13 |
well then, the unit is not really local, just the unit's name and appearance are. Now we only need to think of a reason to use this. |
| 04-03-2007, 06:41 PM | #14 |
Most of the units attributes can be changed with triggers. I even tested it with hero's and that seemed to work as well. Hero's Str / Agl / Int can also be set with triggers. Its just a matter of time. |
| 04-03-2007, 06:49 PM | #15 |
ok, now I am totally lost, what does that last post have to do with this topic? |
