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[help] Does the Keyboard Event has some bug?

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Are there some ideas about solving this problem?such as use this event in the local player:goblin_cry:

How would that help you in this case? You want to influence the gameplay for all players, thus, even if you do not sync the event, you have to sync the resulting actions and therefore spend net traffic time at some point. It's better to do it within the events because that can be handled separately, else you might have to pause the game, or implement rollbacks. Gl, hf
 
How would that help you in this case? You want to influence the gameplay for all players, thus, even if you do not sync the event, you have to sync the resulting actions and therefore spend net traffic time at some point. It's better to do it within the events because that can be handled separately, else you might have to pause the game, or implement rollbacks. Gl, hf

I have tried this idea,but it got disconnected when the local player event responsed
 
Level 26
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I have tried this idea,but it got disconnected when the local player event responsed

You do not understand. There is a delay because a player's input (respectively the triggering of the event) needs to be broadcasted to the other players, so everyone can fire the trigger at the same time/game state. If it would go off immediately, the fist attack would happen for the one player instantly, but for the other players, the game continues meanwhile. When the information reaches them, they would have different conditions under which the event happens by this time, therefore end up with different results (which break the game in conclusion).

If you wanted to execute local-only stuff on key press, like playing a sound, that would be a reason to have a local event, which would then require no delay. But no, wc3 does not provide extra functionalities for that. Wc3 also wants to have every thread in sync and objects like triggers, events etc. count to the shared handle stack.

As suggested by Dat-C3, most games are hosted by bots in this day and age and they circumvent the game's minimum delay restriction, respectively improve the connection latency, thus reduce the delay time to a very small value.
 
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