Great, thanks , i want make this fade fliter long time ago.The problem I'm having right now is that when I apply a (Advanced) Filter to a player, the other player's Filter blinks or even vanish completly.
Here's the triggers I'm using:
This trigger applies a filter when the hero acquires an item
This trigger applies another filter to the hero when it's damaged (i'm using Bribe's DDS)
Applying Filter
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Helmo de Bronze
Then - Actions
Set AlphaReal = 0.00
Set TempForce = (Owner of (Triggering unit))
Custom script: if GetLocalPlayer() != udg_TempForce then
Set AlphaReal = 100.00
Custom script: endif
Cinematic - Apply a filter over 2.00 seconds using Key alpha blending on texture war3mapImported\DefaultFilter.blp, starting with color (100.00%, 100.00%, 100.00%) and 0.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and 0.00% transparency
Custom script: call EnableUserUI(true)
Else - Actions
This trigger checks when the unit dies and applies the default filter to the player:
Blood Filter
Events
Game - DamageEvent becomes Equal to 1.00
Conditions
Actions
Set AlphaReal = 0.00
Set TempForce = (Owner of DamageEventTarget)
Custom script: if GetLocalPlayer() != udg_TempForce then
Set AlphaReal = 100.00
Custom script: endif
Cinematic - Apply a filter over 2.00 seconds using Key alpha blending on texture war3mapImported\BloodFilter.blp, starting with color (100.00%, 100.00%, 100.00%) and AlphaReal% transparency and ending with color (100.00%, 100.00%, 100.00%) and AlphaReal% transparency
Custom script: call EnableUserUI(true)
Set Loc1 = (Position of DamageEventTarget)
-------- THIS ACTION REMOVES THE DUMMY UNIT BEFORE CREATING ANOTHER --------
Unit Group - Pick every unit in (Units owned by TempForce of type Cavalo Leve (dummy)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
-------- I CREATE A DUMMY UNIT TO COUNT THE TIME THE FILTER SHOULD STAY ON, AFTER IT DIES, THE FILTER MUST BE SET TO THE DEFAULT FILTER --------
Unit - Create 1 (dummy) for TempForce at Loc1 facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_Loc1)
Untitled Trigger 026 Copy
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to (dummy)
Then - Actions
Set AlphaReal = 0.00
Set TempForce = (Owner of (Triggering unit))
Custom script: if GetLocalPlayer() != udg_TempForce then
Set AlphaReal = 100.00
Custom script: endif
Cinematic - Apply a filter over 2.00 seconds using Key alpha blending on texture war3mapImported\DefaultFilter.blp, starting with color (100.00%, 100.00%, 100.00%) and 0.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and 0.00% transparency
Custom script: call EnableUserUI(true)
Else - Actions
do I really need to say it wont? daily reminder that there's no proofs for all that bullshit about string table desyncing issue
links required. Im using async strings in LoD and it never ever desyncThere's quite a few maps that provide nice examples for your proofs. Banjoball is a good one to try, English client with a non-English client and have the English user type -name<space> and if it turns out its Player # then that non-English client user will disconnect when they interact with Player #'s name such as -trade name or -swap name. Whatever the command is to interact with another's name because to them on their screen it won't be Player #.
Just set any new string once globally into the string table so there'll be no secret random disconnects.
But has a problem, how get damaged fade fliter only one units, i want make hero hit damaged.The problem I'm having right now is that when I apply a (Advanced) Filter to a player, the other player's Filter blinks or even vanish completly.
Here's the triggers I'm using:
This trigger applies a filter when the hero acquires an item
This trigger applies another filter to the hero when it's damaged (i'm using Bribe's DDS)
Applying Filter
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Helmo de Bronze
Then - Actions
Set AlphaReal = 0.00
Set TempForce = (Owner of (Triggering unit))
Custom script: if GetLocalPlayer() != udg_TempForce then
Set AlphaReal = 100.00
Custom script: endif
Cinematic - Apply a filter over 2.00 seconds using Key alpha blending on texture war3mapImported\DefaultFilter.blp, starting with color (100.00%, 100.00%, 100.00%) and 0.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and 0.00% transparency
Custom script: call EnableUserUI(true)
Else - Actions
This trigger checks when the unit dies and applies the default filter to the player:
Blood Filter
Events
Game - DamageEvent becomes Equal to 1.00
Conditions
Actions
Set AlphaReal = 0.00
Set TempForce = (Owner of DamageEventTarget)
Custom script: if GetLocalPlayer() != udg_TempForce then
Set AlphaReal = 100.00
Custom script: endif
Cinematic - Apply a filter over 2.00 seconds using Key alpha blending on texture war3mapImported\BloodFilter.blp, starting with color (100.00%, 100.00%, 100.00%) and AlphaReal% transparency and ending with color (100.00%, 100.00%, 100.00%) and AlphaReal% transparency
Custom script: call EnableUserUI(true)
Set Loc1 = (Position of DamageEventTarget)
-------- THIS ACTION REMOVES THE DUMMY UNIT BEFORE CREATING ANOTHER --------
Unit Group - Pick every unit in (Units owned by TempForce of type Cavalo Leve (dummy)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
-------- I CREATE A DUMMY UNIT TO COUNT THE TIME THE FILTER SHOULD STAY ON, AFTER IT DIES, THE FILTER MUST BE SET TO THE DEFAULT FILTER --------
Unit - Create 1 (dummy) for TempForce at Loc1 facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_Loc1)
Untitled Trigger 026 Copy
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to (dummy)
Then - Actions
Set AlphaReal = 0.00
Set TempForce = (Owner of (Triggering unit))
Custom script: if GetLocalPlayer() != udg_TempForce then
Set AlphaReal = 100.00
Custom script: endif
Cinematic - Apply a filter over 2.00 seconds using Key alpha blending on texture war3mapImported\DefaultFilter.blp, starting with color (100.00%, 100.00%, 100.00%) and 0.00% transparency and ending with color (100.00%, 100.00%, 100.00%) and 0.00% transparency
Custom script: call EnableUserUI(true)
Else - Actions
[JASS/AI] - Strings table and misunderstanding of caching conceptThere's quite a few maps that provide nice examples for your proofs. Banjoball is a good one to try, English client with a non-English client and have the English user type -name<space> and if it turns out its Player # then that non-English client user will disconnect when they interact with Player #'s name such as -trade name or -swap name. Whatever the command is to interact with another's name because to them on their screen it won't be Player #.
Just set any new string once globally into the string table so there'll be no secret random disconnects.