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[Trigger] Is it possible to create ''multi-Multiboards''?

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Thanks to gorillabull and deathismyfriend for replied my thread.
Here's the way I shows my multi-Multiboards

VARIABLE - I have use via act ''Set variable = (Last created multiboard)'' but it is useless

-Events-
-Conditions-
-Actions-
Create a multiboard with 6 columns and 5 rows, titled P1's Inventory
Set Multiboard [1] = (Last created multiboard)
Create a multiboard with 6 columns and 5 rows, titled P2's Inventory
Set Multiboard [2] = (Last created multiboard)
Both actions =
Show all multiboards or Show Multiboard [1], Show Multiboard [2]
Have been used by me but failed.It only shows up last multiboard
:ogre_datass:But nevermind, I have another idea for my current project:ogre_hurrhurr:

Thread Closed
 

Wrda

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u can only show one at a time so to show another u have to hide the one u dont want to see the show the one u want to see. i have 4 or 5 multiboards on my map and they all show fine but only one at a time
You can show many at a time, but you'll have to use local player, and be careful with desyncronization things.
 

Dr Super Good

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Each player can only have 1 multiboard visible at any time. The GUI multiboard creation action also shows the multiboard it creates. It is perfectly fine to show and hide multiboards locally (using GetLocalPlayer()) however it is not fine to update multiboards locally (high chance of game desynchronization).
 
Level 26
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Strangely, multiboarditems are agents and count to the same id pool as units and the like, which can trigger the broadcast of data, so have to be known under the same id on other clients.

You can update the board locally but if you allocate items, you should instantly put them away again in the right order.
 

Wrda

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A game desync only happens on battle.net, you get disconnected from the game, if the host is a bot, it says: "Warning! Desync Detected!
Players in first state: a, b, c, d.
Players in second state: e, f.
Player e, f where dropped due to desync."
Must be something like that.
 

Dr Super Good

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I have never experienced a game desync due to an async string table. Why would wc3 send that? Chat events?
It was a common cause of desync when people use GetLocalPlayer. An example would be creating a local special effect from a file path string where only the person going to view the effect has the string setup (everyone else gets a empty string). It is probably due to the check for synchronization (some kind of state checksum?) changing value differently. Mechanicly there need not be justification why it is checked.
 
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