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[Crash] Odd Error of ownership

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Why does changing ownership from neutral to a player cause a d/c to people?

  • Events
  • Trigger - Add to Untitled Trigger 001 <gen> the event (Unit - (Picked unit) Takes damage)
  • Conditions
    • ((Triggering unit) is in if2) Equal to True
    • (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)/neutral passive
  • Actions
    • Unit Group - Remove (Triggering unit) from if2
    • Unit - Change ownership of (Triggering unit) to Player 1 (Red) and Change color
    • Wait until (((Triggering unit) has buff In Battle) Not equal to True), checking every 5.00 seconds
    • Unit - Change ownership of (Triggering unit) to Player 10 (Light Blue)/neutral passive and Change color
    • Unit Group - Add (Triggering unit) to if2
 
Last edited:
Sadly you are wrong. :(

It is when neutral passive gets changed to a player that seems to cause the desync.
Reason: It works perfectly when neutral passive is player 10 with player 1.

I don't want to do all that work just for something that does not require it. Wait's aren't really that bad if you can work them successfully. Less Variables and triggers the better.
 
I have tried your idea before a long time ago. sure waits are inaccurate, but they're not too far off for me. If you use the game time wait it is different. They can make triggers/spells MUI. They're only bad if you don't know how to deal with em. Again though thanks. Your the only person to try to help. :)

You had a really good idea, but the thing is it has been tried as well this system works perfectly when not using neutral passive.
 
Level 23
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Apr 16, 2012
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I dont know about the crash, but

If you use wait, you will havr to get ready for some nasty things:
inaccuracy in single player - waits are always bit longer
inaccuracy in multiplayer - it is a lot worse, the wait is around quarter seconds longer, because the game must do some syncing and shit
inaccuracy is also increased because the thread that is sleeping must wait for the current running threas to finish execution
unstopabilty - waits will ignore the facts that your game is paused or minimalized(including dialogs), which makes things like cinematics lok shit when you have to minimalize the game and wait for bit
non MUIness - most event responses are killed by wait coomand, which means that everyting except GetTrigger... event functions return null(GetSpellTarget etc)
also if you use wait you have to use quite long code to allcate instances for every spell, while with timers or periodic triggers you need none
 
Waits are only evil due to the continuing countdown when paused. (This i did not know of)

Using other things besides waits (timers) requires a lot more effort in GUI, a bit more effort in JASS.

I don't know why changing ownership of a unit from Player(15) <neutral passive> to Player(0) <red> fails. Are you 100% sure that it bugs on the line that changes ownership? (remove all other actions after it to check).
 
It's not anyones stigmata with dealing with waits lol

Waits are inaccurate. Waits do count down when the player desync dialog pops up in game.
It's simple facts. Not opinion. Waits don't make things MUI or non MUI. It's all by the way u handle them. Compared to timers waits have some pros and cons. Waits are easier to use. Timers r a lot more accurate especially when dealing w multiplayer games.
U have to go on those to make a good decision on wat u need. I personally always like accuracy over ease of making triggers. For that reason I will never suggest to use a wait in the trigger.

Look in my tutorial there is a link to the Inaccuracy of waits. U can counter the Inaccuracy a little when using that guide but not entirely.

As for ur original question did it get solved ? If not wat is still the problem ?
 
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