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playerslotstatus desyncs

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Level 8
Joined
Jul 25, 2009
Messages
194
Can this cause desync??

  • Actions
    • If ((Player 1 (Red) slot status) Equal to Is playing) then do (Player Group - Add Player 1 (Red) to Humans) else do (Do nothing)
I think it can desync 1 player at about 4% chance when its run.

anyone else using this slot status thing and have played their map 10+ times with 8+ people without a single desync?
 
Level 16
Joined
Mar 27, 2011
Messages
1,349
This runs at the start of my game and I have never experienced a desync issue.

  • Game Start
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer A))) slot status) Equal to Is playing
            • Then - Actions
              • Player Group - Add (Player((Integer A))) to ThePlayers
              • Set int_PlayerCount = (int_PlayerCount + 1)
            • Else - Actions
 
Level 20
Joined
Jul 14, 2011
Messages
3,213
Why would it desync? There's nothing in those conditions/actions to desync.

As long as you don't do it inside a GetLocalPlayer() block, there's no possible way for that to desync :)
 
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