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 Post subject: TriggerSleepAction causing desyncs.
PostPosted: October 16th, 2008, 8:24 am 
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The Flying Cow!
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Hi! In noticed that if you were in a multiplayer game and you uses TriggerSleepAction locally, it would desync the game. Is there any other way to make a function 'Wait' or 'Sleep' without causing desyncs? (And also without creating new handles?)

Thanks!

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 Post subject: Re: TriggerSleepAction causing desyncs.
PostPosted: October 20th, 2008, 12:48 am 
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you need to paste the whole JASS code here so I can fix it for you.
Since I can't imagine what you are trying to do.

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 Post subject: Re: TriggerSleepAction causing desyncs.
PostPosted: October 20th, 2008, 5:10 am 
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The Flying Cow!
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initialD wrote:
you need to paste the whole JASS code here so I can fix it for you.
Since I can't imagine what you are trying to do.

There is nothing to fix. If you do:

if GetLocalPLayer()==Player(whatever)then
call TriggerSleepAction(1)
endif

then it will desync that player. Is there any other way to make a function wait without usng TriggerSleepAction, because it desyncs players?

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 Post subject: Re: TriggerSleepAction causing desyncs.
PostPosted: October 20th, 2008, 7:39 am 
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Admin
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Ozzapoo is talking about having this code only local, like when you use those collided maps or other edited wc3 scripts.
There is no way, do it as I told you and hijack other loops to do yours. If a trigger has too much delay the game will desync!

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Don't PM me with shit or I will most likely ban you.
Spoiler for Shit is:
"Dekar I don't know any jass but I am building my own cheatpack, help me!"
- I don't know jass either, my cheatpack is 100% GUI and was the biggest thing I EVER made in WorldEdit.

"Dekar I need really fast help so I don't post but pm you."
- I hope you really didn't post cause it would just waste the others time -> with a ban you couldn't read it anyway!

"I don't know if you know the map, but xdep fails on defiance orpg what shall I do?"
- Yeah I don't know it, it was only like the 3rd map I've hacked. - I hope you downloaded mine already, with an IP ban it might be tricky to get it.


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 Post subject: Re: TriggerSleepAction causing desyncs.
PostPosted: October 20th, 2008, 8:54 am 
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The Flying Cow!
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Joined: November 2nd, 2007, 10:34 pm
Posts: 1522
Location: Melbourne
Title: Uberfast Hacker
Dekar wrote:
Ozzapoo is talking about having this code only local, like when you use those collided maps or other edited wc3 scripts.
There is no way, do it as I told you and hijack other loops to do yours. If a trigger has too much delay the game will desync!

Is that how it works? Then I guess that answers my question....

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