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[General] Limit training of unit-type

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Hey all, here I have one shop that sells non-hero units. This trigger hre is not working, when you buy a unit it does not disappear
  • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Sold unit))
Before it worked, now idk why it doesn't...

I have another shop that sells heroes and it works fine with limit training of heroes.
 
Level 4
Joined
Mar 6, 2008
Messages
72
Unit - Sold vs Unit - Trained i think

if that's the case, you have to use another method
 
Level 4
Joined
Mar 6, 2008
Messages
72
Which is why it won't work.

the function you posted only works for the field "Units - Trained"

but if i remember correctly, it'll work for heroes. not sure why
 
Here are my triggers. The units gets its benefit, bit after that the units are not limed....

  • Buy runes
    • Events
      • Unit - A unit Sells a unit
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Cheese (bonus)
        • Then - Actions
          • Set Cheeseman = (Buying unit)
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Trained unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Trained unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Blood Violence (bonus)
        • Then - Actions
          • Set BloodV = (Buying unit)
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Sold unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Broken Heart (bonus)
        • Then - Actions
          • Set Brokenhearted = (Buying unit)
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Sold unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Rush (bonus)
        • Then - Actions
          • Unit - Add Spell Book (Rush) to (Buying unit)
          • Player - Disable Spell Book (Rush) for (Owner of (Sold unit))
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Sold unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of True Power (bonus)
        • Then - Actions
          • Unit - Add Spell Book (True Power) to (Buying unit)
          • Player - Disable Spell Book (True Power) for (Owner of (Sold unit))
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Sold unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Wings (bonus)
        • Then - Actions
          • Unit - Add Spell Book (Wings) to (Buying unit)
          • Player - Disable Spell Book (Wings) for (Owner of (Sold unit))
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Sold unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Brilliance (bonus)
        • Then - Actions
          • Unit - Add Spell Book (Brilliance) to (Buying unit)
          • Player - Disable Spell Book (Brilliance) for (Owner of (Sold unit))
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Sold unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Spirit Bond (bonus)
        • Then - Actions
          • Unit - Add Spell Book (Spirit Bond) to (Buying unit)
          • Player - Disable Spell Book (Spirit Bond) for (Owner of (Sold unit))
          • Animation - Change (Buying unit)'s vertex coloring to (0.00%, 50.20%, 100.00%) with 50.00% transparency
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Sold unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Heart of Courage (bonus)
        • Then - Actions
          • Unit - Add Spell Book (Courage) to (Buying unit)
          • Player - Disable Spell Book (Courage) for (Owner of (Buying unit))
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Sold unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Sold unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Guitar Solo (bonus)
        • Then - Actions
          • Set Guitarist = (Buying unit)
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Buying unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Buying unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Rune of Shadows (bonus)
        • Then - Actions
          • Unit - Add Spell Book (Shadows) to (Buying unit)
          • Player - Disable Spell Book (Shadows) for (Owner of (Buying unit))
          • Player - Limit training of Rune of Blood Violence (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Brilliance (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Broken Heart (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Cheese (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Shadows (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Guitar Solo (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Heart of Courage (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Rush (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Spirit Bond (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of True Power (bonus) to 0 for (Owner of (Trained unit))
          • Player - Limit training of Rune of Wings (bonus) to 0 for (Owner of (Trained unit))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Limit training of (Unit-type of (Trained unit)) to 0 for (Picked player)
        • Else - Actions
 
Level 24
Joined
Aug 1, 2013
Messages
4,657
Pls organize trigger better.
Try this:
  • Buy Runes
    • Events
      • Unit - A unit Sells a unit
    • Conditions
    • Actions
      • Set TempUnitType[0] = (Unit-type of (Sold unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • TempUnitType[0] Equal to Rune of Blood Violence (bonus)
              • TempUnitType[0] Equal to Rune of Brilliance (bonus)
              • TempUnitType[0] Equal to Rune of Broken Heart (bonus)
              • TempUnitType[0] Equal to Rune of Cheese (bonus)
              • TempUnitType[0] Equal to Rune of Shadows (bonus)
              • TempUnitType[0] Equal to Rune of Guitar Solo (bonus)
              • TempUnitType[0] Equal to Rune of Heart of Courage (bonus)
              • TempUnitType[0] Equal to Rune of Rush (bonus)
              • TempUnitType[0] Equal to Rune of Spirit Bond (bonus)
              • TempUnitType[0] Equal to Rune of True Power (bonus)
              • TempUnitType[0] Equal to Rune of Wings (bonus)
        • Then - Actions
        • Else - Actions
          • Skip remaining actions
      • Neutral Building - Remove TempUnitType[0] from all marketplaces
      • -------- - --------
      • -------- If you are still able to select the marketplace: --------
      • -------- - --------
      • Set TempUnit[0] = (Selling unit)
      • Neutral Building - Remove Rune of Blood Violence (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of Brilliance (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of Broken Heart (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of Cheese (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of Shadows (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of Guitar Solo (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of Heart of Courage (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of Rush (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of Spirit Bond (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of True Power (bonus) from TempUnit[0]
      • Neutral Building - Remove Rune of Wings (bonus) from TempUnit[0]
      • -------- - --------
      • -------- Or just remove the marketplace as the other players have their own. --------
      • -------- - --------
      • Unit - Remove TempUnit[0] from the game
      • -------- - --------
      • -------- Add additional effects to each individual rune: --------
      • -------- - --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempUnitType[0] Equal to Rune of Blood Violence (bonus)
        • Then - Actions
          • -------- Do stuff. --------
          • Skip remaining actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempUnitType[0] Equal to Rune of Brilliance (bonus)
        • Then - Actions
          • -------- Do stuff. --------
          • Skip remaining actions
        • Else - Actions
      • -------- - --------
      • -------- End of Trigger. --------
      • -------- - --------
Also, copy the marketplace and paste it so you have 2 marketplaces.
Both are exactly the same, except their model.
The second one is going to have nothing as model so it is completely invisible and unclickable in game.
Then you can make 12 marketplaces and use GetLocalPlayer() to have the marketplace of the owner have the unit type of the model and have the other players have the marketplace without model.
So you see only one marketplace but there are 12, you can only click and select your own marketplace.
(However, you are unable to buy if another unit was near I guess.)
I hope this works:
  • Create Markets
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Custom script: set udg_TempPlayer[0] = GetLocalPlayer()
      • Set TempLocation[0] = (Point(0.00, 0.00)) <<<location there
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Set TempPlayer[1] = (Picked player)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempPlayer[0] Equal to TempPlayer[1]
            • Then - Actions
              • Unit - Create 1 Marketplace (real) for TempPlayer[1] at TempLocation[0] facing Default building facing degrees
            • Else - Actions
              • Unit - Create 1 Markeplace (fake) for TempPlayer[1] at TempLocation[0] facing Default building facing degrees
Otherwise you have to use custom scripts with the actual CreateUnit() native.
Which means that you need a custom script containing this:
  • Custom script: call CreateUnit( udg_TempPlayer[1], 'h000', udg_TempReal[0], udg_TempReal[1], 0)
Where TempReal[0] is the X of TempLocation[0] and TempReal[1] is the Y of TempLocation[0].
Also 'h000' has to be replaced by the rawcode of Marketplace (real) and Marketplace (fake).
However, I suggest you to just test the GUI actions (in multiplayer) before going to custom scripts.
 
All sorts of Local blocks with agent execution (unit creation and points included) guarantees a desync.

EDIT :
In regards to question, I recommend creating a hidden unit for each player that acts as the shop (similar to what Wiet suggests). When the real marketplace is selected, select the player version instead through trigger (the issue is selected unit sucks with syncs afair). Make the unit trainable instead, when a unit finishes training, disables all the units for that player.
 
Level 24
Joined
Aug 1, 2013
Messages
4,657
All sorts of Local blocks with agent execution (unit creation and points included) guarantees a desync.

Negative.

What happens is that when a unit is created, your client uploads the data to update it into the actual game.
However all other clients have 0 understanding of what actually happens and therefor disconnect.

But that is when the unit is not created for the other clients.
In my code, I create units for every single player (which will result in the same unit but different for each player) this bugs out when object editor data is different between the unit types with a few exceptions such as the model.
This means that you can use an invisible, unclickable model (dummy model) for every other player than the local player and the marketplace/tavern model for the local player.

So in essence, you create 12 local marketplaces... impressed?
 
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