• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Count players on map initialization, desync?

Status
Not open for further replies.
According to Causes of desync there are unconfirmed rumors of "Checking player slot in a trigger on Map Initialization Event" causing desync.
I have a trigger kind of like this one that I suspect could be a cause for desync.
  • OnInit
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked player) slot status) Equal to Is playing
            • Then - Actions
              • Player Group - Add (Picked player) to human_players
            • Else - Actions
Is it possible to either count players or setup a player group safely on map Initialization?
Otherwise I'd have to look into delaying initialization of my map indexer (GUI Unit Event (now with a state-of-the-art Lua version)) to solve my issue... And of course I'm unsure of the actual root cause...
 
Status
Not open for further replies.
Top