TriggerSleepAction causing desyncs.

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Ozzapoo
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TriggerSleepAction causing desyncs.

Post by Ozzapoo »

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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initialD
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Re: TriggerSleepAction causing desyncs.

Post by initialD »

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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Ozzapoo
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Re: TriggerSleepAction causing desyncs.

Post by Ozzapoo »

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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Dekar
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Re: TriggerSleepAction causing desyncs.

Post by Dekar »

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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Ozzapoo
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Re: TriggerSleepAction causing desyncs.

Post by Ozzapoo »

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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