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[Help!] GetLocalPlayer() Limitations

09-08-2007, 09:35 PM#1
Tide-Arc Ephemera
I know that GetLocalPlayer can be used for interface but strictly not objects, does anybody have a complete list of what can be done with it?

All I know is...
  • Camera filters
  • Display messages
  • Special effects (not sure)

So does anybody know all the things that CAN be done with GetLocalPlayer()?.
09-08-2007, 09:48 PM#2
Captain Griffen
Anything that doesn't have a gameplay impact, mainly. Exceptions are (I believe) GetCameraXXX stuff, which I think must be synced (not sure). Work from that and then 99.9% of the time you'll be fine.

Special effects don't have a gameplay impact and so are fine. However, they can cause handle comparisons and stuff to desync, so it's best to create a special effect for all players, but with a string of "" for those you don't want to see it.

Generally best never to create handles for one player, but one being "___.mdl" and one "" is not a problem.
09-08-2007, 10:01 PM#3
Tide-Arc Ephemera
Hm, kay... so anything that's not a gameplay object manipulator (i.e creating units/damaging them) and except for some camera usage is fine with GetLocalPlayer?
09-08-2007, 10:08 PM#4
Captain Griffen
Basically. Be aware of things that don't look like they have an effect, but do. Actually any object creation is a bad idea due to repurcussions of it (so creating new unique strings MAY be an issue in some cirumstances).
09-08-2007, 10:34 PM#5
Tide-Arc Ephemera
Hm, kay. Thanks. I needed quite a bit of clarification, thought it'd take a bit more to get through my skull.

+Rep
09-08-2007, 11:08 PM#6
The)TideHunter(
If you wanted to be careful with strings, create them firstly then use them where needed, so for example:

Collapse JASS:
function Snacks takes nothing returns nothing
    local string Model = "CheeseCake.mdl"
    // local player block
endfunction

So it creates the CheeseCake.mdl string for all players but you only use it for the one.