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SyncNatives

07-14-2007, 01:21 AM#1
PandaMine
Does anyone have any idea what these do?
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SyncStoredBoolean
SyncStoredInteger
SyncStoredReal
SyncStoredString
SyncStoredUnit
07-14-2007, 01:39 AM#2
Vexorian
I think that if you stored local-player values in gamecache and you used those natives they would change the stored values to those of (probably) the host, thus after getting the stored values they don't desync.

At least that's how I thought GetHostPlayer() works.
07-14-2007, 01:53 AM#3
PandaMine
Hmm so simply if you use those natives after you store a value in Cache you dont have to worry about desyncs?

The reason I am asking is because im trying to find way to differentiate between replays and actually playing the game. The following natives
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ReloadGameCachesFromDisk
SaveGameCache
Seem to return true if the game is actually being played and false if your watching as a replay. This however only works in singleplayer, in multiplayer it always returns false. I was thinking the reason behind this is because of a desync, however I may be totally on the wrong track and simply these natives only work in single player end of story.

If this doesnt work my last resort is propably cameras, as they seem to act differently in replays then when your playing the game
07-14-2007, 10:15 AM#4
Toadcop
PandaMine they work only in sg.
well to sync cam data is not so easy... i got some problems with it. but ! for 1 player it works well ^^

this natives sync data with the host. so host can cheat and then sync it ^^
07-14-2007, 10:40 AM#5
PandaMine
God dammit forgot about that (must be those single player campaign natives)

If only Bnet used GCache

back to the old drawing board

.....