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!
TriggerSleepAction causing desyncs.
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- The Flying Cow!
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TriggerSleepAction causing desyncs.
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Re: TriggerSleepAction causing desyncs.
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.
Since I can't imagine what you are trying to do.
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Re: TriggerSleepAction causing desyncs.
There is nothing to fix. If you do: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.
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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Re: TriggerSleepAction causing desyncs.
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!
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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- The Flying Cow!
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Re: TriggerSleepAction causing desyncs.
Is that how it works? Then I guess that answers my question....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!
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