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Old 05-22-2009, 12:22 PM   #31
emjlr3
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Collapse JASS:
native AddSpecialEffectTarget       takes string modelName, widget targetWidget, string attachPointName returns effect

does not create a new handle?
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Old 05-22-2009, 12:52 PM   #32
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@Cohadar

Yes, it works fine

You can also do something like this, if the units are exactly the same other than models or w/e (nothing that effects other units!)

Collapse JASS:
private constant integer UNIT1 = 'h000'
private constant integer UNIT2 = 'h000'

...

local player p = GetTriggerPlayer()
local integer uid
if GetLocalPlayer() == p then
    set uid = UNIT1
else
    set uid = UNIT2
endif
call CreateUnit( p, uid, 0, 0, 0 )

Last edited by Bobo_The_Kodo : 05-22-2009 at 12:54 PM.
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Old 05-22-2009, 01:15 PM   #33
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Quote:
Originally Posted by emjlr3
Collapse JASS:
native AddSpecialEffectTarget       takes string modelName, widget targetWidget, string attachPointName returns effect

does not create a new handle?

of course it does.
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Old 05-22-2009, 02:14 PM   #34
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then cohadars is creating a handle for a local player, thus changing its own handle count....no? - I thought that is what caused desyncs...
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Old 05-22-2009, 02:18 PM   #35
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Damn!! this systems is needing a vJassification.... hardly.
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Old 05-22-2009, 02:24 PM   #36
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By non-simultaneousness you mean that no two players can look at the same hero?

Well, I think the real problem I had was that if somebody clicked a button on a shared unit there's no way to know exactly who did it through the order event.

Not sure if somebody found a new way.
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Old 05-22-2009, 02:25 PM   #37
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Quote:
Originally Posted by Bobo_The_Kodo
@Cohadar

Yes, it works fine

You can also do something like this, if the units are exactly the same other than models or w/e (nothing that effects other units!)

Collapse JASS:
private constant integer UNIT1 = 'h000'
private constant integer UNIT2 = 'h000'

...

local player p = GetTriggerPlayer()
local integer uid
if GetLocalPlayer() == p then
    set uid = UNIT1
else
    set uid = UNIT2
endif
call CreateUnit( p, uid, 0, 0, 0 )


Further use of that unit should cause desyng, aint it?
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Old 05-22-2009, 02:27 PM   #38
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They have to be exactly the same in all fields related to gameplay, you also need not have any trigger that does things differently depending on the unit's type. But it works.
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Old 05-22-2009, 02:31 PM   #39
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Quote:
Originally Posted by emjlr3
then cohadars is creating a handle for a local player, thus changing its own handle count....no? - I thought that is what caused desyncs...

No thanks to the else branch of if statement. (read the damn code carefully)

Quote:
Not sure if somebody found a new way.
emjlr3 apparently did.
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Old 05-22-2009, 02:35 PM   #40
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that was a problem I did not find a solution to, which is why I used sold units instead - you can tell who purchases a unit - the ordering player will always be the owner of the unit
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Old 03-18-2011, 09:45 PM   #41
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Sorry for posting on this old system. For some reason after implementing this sytem in my map, trigger events involving order strings does not trigger. :S
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